Game Experience May

Change During Online Play
2 4
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Chapter 1: Welcome to the War..................................................................................................................... 02
TheInfniteWar........................................................................................................................ 02
InstallingSupremeCommander......................................................................................... 02
MainMenu................................................................................................................................ 03
GameScreenandUserInterface...................................................................................... 06
Chapter 2:ArmoredCommandUnit........................................................................................................... 08
ACUOverview&History....................................................................................................... 08
ACUUpgrades......................................................................................................................... 08
DestructionofACU................................................................................................................ 10
Chapter 3:ResourceManagement............................................................................................................. 11
Mass ........................................................................................................................................... 11
Energy....................................................................................................................................... 11
ManagingYourEconomy....................................................................................................... 12
Unit&BuildingCosts............................................................................................................. 12
Adjacency&OtherBonuses................................................................................................ 12
Chapter 4:Command&Control................................................................................................................... 13
ACUCommands....................................................................................................................... 13
SupportCommanderFunctions&Commands................................................................ 13
EngineerCommands.............................................................................................................. 13
StrategicZoom....................................................................................................................... 14
WaypointManagement.......................................................................................................... 14
ConstructionQueues............................................................................................................. 14
Chapter 5:YourWarMachine...................................................................................................................... 15
Formations.............................................................................................................................. 15
Unit&BuildingUpgrades..................................................................................................... 15
TransportingUnits................................................................................................................. 15
Patrols ...................................................................................................................................... 16
CoordinatedAttacks.............................................................................................................. 16
MissileDeployment&Use.................................................................................................... 17
Shields....................................................................................................................................... 17
Chapter 6:IntelligenceWar.......................................................................................................................... 18
Stealth&Cloaking.................................................................................................................. 18
Radar&Jamming.................................................................................................................. 18
Chapter 7:Factions&Units.......................................................................................................................... 19
UnitedEarthFederation....................................................................................................... 19
CybranNation......................................................................................................................... 33
AeonIlluminate....................................................................................................................... 47
Chapter 8:Multiplayer&Skirmish........................................................ ....................................................... 62
Credits ................................................................................................................................................................ 65
Limited Warranty............................................................................................................................................. 69
2 B
The INFINITe WAR
The year is 3844.
The Infnite War has raged for over 1,000 years between three human factions: United
Earth Federation (UEF), Aeon Illuminate and Cybran Nation. Quantum Gate technology
grants any of the factions near-instantaneous travel across the galaxy. Massive Armored
Command Units can construct and unleash entire armies anytime and anywhere.
The war has claimed billions of lives. Entire planets have been turned into nothing more
than dead rocks foating in space.
There is no room for compromise.
There is no room for mercy.
Only you can end the Infnite War.
INSTALLING SUPReMe COMMANDeR
Insert the Supreme Commander DVD, or Disc One, into your disc drive. When the
Installation Screen appears, click Install and follow the instructions as they appear
on the screen.
If the Installation Screen does not appear, double-click the My Computer icon on your
desktop, then double-click the disc drive containing the Supreme Commander disc. Find
and double-click Setup.exe to launch the Installation Screen. Click Install and follow the
instructions as they appear.
eNTeR The CD key
You will be asked to enter a unique CD Key during the installation process. Your key
is located on the back page of this manual. You must have a valid CD Key in order to
complete the installation process and play Supreme Commander.
Protect your CD Key: do not let anyone else use it. Place the game case and manual in a
secure location; you will need them if you ever need to reinstall the game. Neither THQ nor
Gas Powered Games will ever ask you for your CD Key.
UPDATeS AND PATCheS
Check the Supreme Commander Web site (http://www.supremecommander.com) or
THQ’s support site (http://www.thq.com/support) for any updates or patches prior
to playing the game. In addition, when you log in to the online service, it will
auto-detect if your game needs to be updated. It will then automatically download
and install any available updates.
DIReCTX 9.0C ReqUIReD
You are required to have DirectX version 9.0c (included on the Installation Disc) or later to
play Supreme Commander.
TROUbLeShOOTING
Please refer to the Readme.txt fle (located on the Installation Disc) for the latest
information regarding troubleshooting and technical support.
MAIN MeNU
The Main Menu is the central hub for accessing all aspects of Supreme Commander.
From this screen, you can start or continue a single-player campaign, change a variety of
options, join a multiplayer game or play a skirmish game against the computer. All of the
specifcs of the Main Menu are covered below.
Campaign
There are three single-player campaigns in Supreme Commander, one for each faction.
By selecting the Campaign button, you can begin a new campaign, continue an existing
campaign or load a saved game.
muLtipLayer
Online multiplayer requires the use of Supreme Commander’s free matchmaking service, which
is installed when you install Supreme Commander. Within the game itself, you can create and
play LAN or Direct Connect games; click the appropriate button for those game types.
SkirmiSh
In Skirmish mode, you play against computer-controlled opponents on a variety of
multiplayer maps.
tutoriaL
The Tutorial offers detailed explanations of Supreme Commander’s gameplay features.
Once you have started the Tutorial, you can watch videos that clearly demonstrate specifc
gameplay features, and then try out those features yourself in a non-hostile sandbox mode.
mod manager
Enables and disables mods. Please see the Readme.txt for more information.
C H A P T E R 1 C H A P T E R 1
4 G
repLay
Any recorded games are accessed from this menu option.
optionS
You can access a wide variety of options through the Options menu that determine how
Supreme Commander looks and plays. Click Options and then the appropriate section to
make your adjustments.
About: This section contains the game credits and EULA.
Gameplay: All of the gameplay-related settings are adjusted in this section. You can
change the economy warnings, whether or not to display tooltips and other options.
Sound: Adjust your audio settings.
Video: Adjust video settings such as resolution, anti-aliasing, etc. Supreme Commander
offers dual-monitor support, and that feature is enabled in the Video options.
Please Note: The hardware requirements for dual-monitor use are much higher than they
are for a single monitor.
IMPORTANT CONCePTS
Although this manual will explain in great detail how to play Supreme Commander, there
are a few concepts that you should immediately familiarize yourself with:
Shift Command & Control: By holding down the Shift key, you can issue multiple move
and attack orders, as well as create construction queues. Simply hold down Shift while you
issue your commands.
Tech Tree: There are three primary tech levels in Supreme Commander (and a fourth,
experimental level). You access the higher tech levels by upgrading your factories and then
building an Engineer at that level. (Tech 3 Engineers can construct experimental units.)
Strategic Zoom: You can instantly zoom in or out by scrolling your mouse wheel.
This gives you a close–up view of a specifc area or of the entire Theater of War. (If you
do not have a mouse wheel, you can also zoom in and out with key strokes. Q zooms in
and W zooms out.)
Camera Control: By holding down the Spacebar key and moving your mouse, you can
change how you view the battlefeld.
ADDITIONAL ReSOURCeS
If you would like additional help, please visit http://www.supremecommander.com.
You will fnd community help as well as information from members of the Supreme
Commander development team.
C H A P T E R 1 C H A P T E R 1
indiCateS hoW muCh energy
you have avaiLabLe and the
rate at WhiCh it iS inCreaSing
or deCreaSing.
by CLiCking on
a buiLding or unit,
you Can See your
ConStruCtion optionS.
unit-SpeCifiC orderS.
indiCateS hoW muCh maSS
you have avaiLabLe and the
rate at WhiCh it iS inCreaSing
or deCreaSing.
the mini-map iS an effeCtive Way
of getting a quiCk SnapShot of
the entire battLefieLd. it Can be
toggLed on or off.
your avaiLabLe teCh
LeveLS are vieWed
via theSe buttonS.
1 - mi Li tary
2- uni t CoLor
3- eConomy
4- i nteLLi genCe
5- open and CLoSe
mi ni map
G ?
G A M E S C R E E N & U S E R I N T E R F A C E
B O
ACU UPGRADeS
During the course of a mission, you can upgrade your
ACU with a variety of additional construction and weapon
systems. The available upgrades depend on the faction.
Also, you can only have one upgrade per slot at a time.
All of the upgrades are outlined below; remember that ACU upgrades will cost
you Mass, Energy and time. While your ACU is being upgraded, it cannot engage
in any other building activities, nor can it move. Moving your ACU while it’s being
upgraded will cancel the upgrade.
Cybran aCu upgradeS
Back:
Personal Teleporter: Lets your ACU teleport across the battlefeld.
Requires large amounts of Energy.
Personal Cloaking Generator: Cloaks your ACU from visual detection. Can be upgraded.
Resource Allocation System: Increases the ACU’s resource generation.
Left Central Housing:
Tech 2 Engineering Suite: Increases your building options. Can be upgraded.
Advanced Cooling Upgrade: Increases ACU’s rate of fre.
Right Central Housing:
Microwave Laser Generator: Central chest weapon.
Nanite Torpedo Tube: Central chest weapon.
aeon aCu upgradeS
Back:
Personal Shield Generator: Generates a shield around the ACU. Can be upgraded.
Personal Teleporter: Lets your ACU teleport across the battlefeld. Requires
large amounts of Energy.
Resource Allocation System: Increases the ACU’s resource generation. Can be upgraded.
Chrono Dampener: Creates an area-of-effect stun feld.
Left Central Housing:
Crysalis Beam Augmentation: Increases range of main cannon.
Tech 2 Engineering Suite: Increases your building options. Can be upgraded.
Right Central Housing:
Enhanced Sensor Systems: Greatly increases the Omni and optical radius of the ACU.
Heat Sink Augmentation: Increases the main cannon’s rate of fre.
ACU OveRvIeW & hISTORy
The Armored Command Unit (ACU) is the most recognizable, powerful and fexible weapon
in the Infnite War. It is your avatar on the feld of battle, and you will use it to direct your
military operations.
Used by all three factions, the ACU was originally developed by the Earth Empire (which
later became the UEF) as a solution to the unique transportation problems of the Quantum
Gate Network. The Earth Empire needed to be able to project military power to any world
connected to the Network, but the logistics and costs of sending physical matter across the
galaxy made teleporting large armies diffcult and prohibitively expensive.
The ACU is a personal, armored exoskeleton several times larger than a normal human,
operated by a single highly-trained and motivated pilot. Although the pilot is constantly in
communication with his command structure via the onboard Quantum Communication
system, the pilot is in sole command of the forces on the battlefeld.
ConStruCtion
The primary mission of the ACU is to construct and command a robotic army. Because
it cannot bring a large force with it through a Quantum Tunnel, it stores digital template
patterns of basic military base structures within protected banks of synthetic DNA memory
storage. Its Proto-Crafter does the rest.
Using the power from its onboard fusion reactor and an initial store of Mass, the ACU can
build basic Energy and Mass resource collectors at the target site. (the ACU also generates
resources on its own, although on a much smaller scale.) Factories capable of building basic
military units can also be constructed; from these factories, Engineers can be constructed,
which, in turn, are able to build even more complex structures.
As long as the environment can provide Energy and Mass, the ACU can produce basic units
indefnitely. Those units, in turn, can utilize the same basic system to create structures of
increasing complexity, size and power.
Command
The ACU utilizes state-of-the-art communication and data analysis systems that specialize in
the coordination of large military forces and the management of a growing base of operations.
A powerful virtual-reality interface links the pilot to all subordinate units. This enables the
pilot to assess the needs of the battlefeld and direct his forces as necessary. The pilot may
order single units or entire feets to attack, defend and perform complex maneuvers. The
interface is entirely scaleable to suit the pilot’s needs in any of these situations, no matter
how extreme.
The same VR interface also allows the pilot to organize and plan the effective construction
of one or more bases of operations.
C H A P T E R 2 C H A P T E R 2
4O 44
There are two resources in Supreme Commander, Mass and Energy. (Mass is the essential
building block of every unit and structure, while Energy represents the power required
to build and operate some units and structures.) Both resources are collected from the
surface of the planet via structures that can be built by either your ACU or an Engineer.
MASS
There are three ways to collect Mass, but the primary method is through the use
of Mass Extractors. As you progress through the three Tech levels, you can build
increasingly larger Extractors that drill deeper into the surface of the planet. However,
all Mass Extractors must be constructed on the areas of that map that have been
designated as Mass Deposits.
A secondary way to collect Mass is through reclamation. As units and buildings are
destroyed, they leave behind charred remains. You can order your ACU or an Engineer to
“reclaim” this Mass by selecting the appropriate unit and then right-clicking on the remains.
The Reclaim icon will automatically appear, and the unit will move to gather the remains.
You can also extract Mass by “reclaiming” environmental objects, such as rocks and trees.
(Rocks give only Mass, while trees give Mass and Energy.) The instructions are the same
as outlined above.
The third way to collect Mass is through the use of Mass Fabricators. These structures
take your excess Energy and convert it to Mass. The use of Fabricators can be an
important strategic move, especially if you fnd yourself cut off from Mass Deposits. To
maximize the effciency of Mass Fabricators, construct them adjacent to your Energy-
producing buildings.
eNeRGy
The primary way to gather Energy is through the construction of Power Generators. These
can be constructed at any location on the map, but it is advised that you construct them
adjacent to your factories and other buildings. (Adjacency is explained later in this chapter.)
Like Mass Extractors, there are three levels of Power Generators that you can build.
Certain planets have large hydrocarbon deposits beneath the surface, and you can tap
into that Energy source by constructing Hydrocarbon Power Plants. The locations of the
hydrocarbon deposits are located on the map; Hydrocarbon Power Plants can only be
constructed at those locations.
Data-Link: Mass Fabricators require a rather signiFicant aMount
oF energy, so beFore constructing Fabricators, ensure that your
energy LeveLs are suFFicient. aFter buiLDing a Fabricator, you can
aLways turn it oFF iF your energy is DepLeteD.
uef aCu upgradeS
Back:
Personal Shield Generator: Generates a shield around the ACU. Can be upgraded.
Personal Teleporter: Lets your ACU teleport across the battlefeld. Requires
large amounts of Energy.
Tactical Missile Launcher: Enables your ACU to fre tactical missiles. Can be upgraded.
Left Shoulder Pod: Creates a construction drone. Can be upgraded.
Left Central Housing:
Damage Stabilization System: Increases your ACU’s hitpoints and rate of
armor regeneration.
Tech 2 Engineering Suite: Increases your building options. Can be upgraded.
Right Central Housing:
Heavy Anti-Matter Cannon: Increases the amount of damage caused by the ACU’s
primary weapon.
Resource Allocation System: Increases the ACU’s resource generation.
DeSTRUCTION OF ACU
Although your ACU is designed to weather an extreme amount of damage, it is not
invulnerable. If enough damage is inficted upon it, it will be destroyed in a massive
thermonuclear explosion. The resulting blast will destroy and/or damage anything within
the radius of the blast. Always be aware of your ACU’s status.
C H A P T E R 2 C H A P T E R 3
42 4B
Your primary mode of control in Supreme Commander is the mouse. The mouse
cursor is context-sensitive, so depending on the action that you wish to perform, it will
automatically adjust to ft that command. This section offers more detail about how the
Command and Control system works.
ACU COMMANDS
Because your Armored Command Unit is the most important unit in the game, it also has
the most robust command system. In order to issue a command, left-click the appropriate
command button and then left-click on the object or location. You can also right-click on the
object or unit and use the context-sensitive cursor to issue the order.
Move: Orders your ACU to move to a user–specifed location.
Attack: Orders your ACU to attack a specifc unit or building.
Patrol: Orders your ACU to patrol a specifc area.
Stop: Halts your ACU’s current action.
Assist: A dual-purpose command, your ACU can guard a unit or
building or assist an Engineer with its construction.
Hold Fire/Return Fire: Changes the ACU’s combat status.
It will aggressively engage the enemy.
Pause: Pauses the ACU’s current action.
Overcharge: Overcharges your ACU’s primary weapon; once charged, it can
destroy almost any other unit in the game.
Reclaim: Orders your ACU to collect specifed resources on the battlefeld.
Capture: Orders your ACU to capture the specifed structure.
Repair: Orders your ACU to repair a unit or buildings.
SUPPORT COMMANDeR
FUNCTIONS & COMMANDS
Depending on the circumstances on the feld of battle, you may choose to call in
a Support Commander who will help you with your war efforts. You must build a
Quantum Gateway in order to request a Support Commander. The Support Commander
has all of the functionality as your primary ACU, but it can also be ordered to carry out
automated tasks.
Your Support Commander can assist any number of structures; create an assist queue
by holding down Shift. If any of the structures your Support Commander is assisting are
destroyed, the Support Commander will automatically rebuild them.
eNGINeeR COMMANDS
Because of their specialized nature, Engineers are capable of constructing more units
and structures than your default ACU. They can also assist the ACU, other Engineers and
even factories.
STORAGe
You can create additional storage for both Energy and Mass. Simply order one of your
Engineers to construct the appropriate storage building. Constructing storage buildings
not only keeps your excess resources from being wasted, it also increases the overall
amount that you can collect and store.
MANAGING yOUR eCONOMy
Although the collection of Mass and Energy is largely automated, you will need to keep
an eye on your economy at all times. There are several key concepts that you should
familiarize yourself with:
Income: The rate in which resources are being produced
Expense: The rate in which resources are consumed
Net Income: The difference between Income and Expense
Storage: Mass or Energy that is stored in a structure that is used only when
the Net Income of either resource is negative
Stalled Economy: When Mass or Energy storage is at zero and the net income is
negative. A stalled economy will result in the slowing of construction
UNIT & bUILDING COSTS
Before constructing a unit or building, it is a good idea to get a sense of how it will
impact your overall economy. If you scroll over a build icon, a window will appear with
two numbers: Build Cost and Operational Yield. The frst is the direct cost of constructing
the unit or building; the second is how much the unit positively or negatively impacts
your overall economy.
The latter fgure is especially important to consider when you are
contemplating constructing structures like shield generators, artillery or
other Energy–consuming structures.
ADjACeNCy & OTheR bONUSeS
By constructing Energy-producing buildings next to your factories and other structures,
those structures will receive an adjacency bonus. The amount of bonus that you receive is
determined by how many sides of the structure are “attached” to Power Generators.
Each side amounts to 25% of the total bonus, so if one of your factories has Power
Generators on one side only, it will receive 25% of the bonus. Two sides equals a 50%
bonus, three is a 75% bonus and all four sides gives you the full bonus. The number of
Power Generators required on each side is determined by the size of the building and the
size of the Power Generator.
In addition, if one of your buildings is destroyed by the enemy, you can construct a new,
identical building on the ruins and a receive a construction bonus that reduces the Mass
and Energy required to construct the new building.
C H A P T E R 3 C H A P T E R 4
44 4G
FORMATIONS
Formations are an extremely effective way to manage large groups of units. To create
a formation, select the units and then hold down the right mouse button. While the
right mouse button is held down, click the left mouse button; this will cycle through the
available formations. When you reach the desired formation, release the right mouse
button. Ctrl+ left-click will order your units to move in formation.
UNIT & bUILDING UPGRADeS
There are three tech levels in Supreme Commander (and an experimental fourth level),
and each one unlocks additional weaponry and structures. To reach the next tech level,
upgrade one of your factories. This will unlock the units available at that level (while still
allowing you to construct units at the lower level).
Once you have upgraded a factory, construct an Engineer at your highest tech level. That
new Engineer will be at the same tech level as the factory and will be able to construct
structures at the higher level.
TRANSPORTING UNITS
One of the most effective ways to move your ground units
around the battlefeld is through the use of transports. The
amount that each transport can carry is determined by its tech
level; higher level transports will be able to carry a larger
number of units.
There are several ways to use Supreme Commander’s transport system. The most basic
is to select a group of units, the transport and click the Move order. Once the units are
loaded, click the transport’s Unload command and left-click on the map. It will then move
the units to that location and drop them off.
However, the demands of battle can require a more robust transportation system. In those
instances, you can set a factory’s waypoint at a position across the map and then order
a transport to assist the factory. The transport will load up units as they are constructed,
This can be a particularly effective technique, especially if you need to quickly construct a
large force of units. Simply select an Engineer, or group of Engineers, and order them to
assist a factory. You can use the same technique to increase an Engineer’s building speed;
order a second Engineer to assist the frst.
STRATeGIC zOOM
At any time during an operation, you can zoom in or out on
the Theater of War. Simply scroll your mouse wheel, and you’ll
automatically zoom out to a satellite view. From this view, you
can still issue commands, such as setting up an attack run or a
fanking maneuver on the enemy’s position. You can also set up
coordinated attacks, which are covered in the next chapter.
To zoom in on a specifc area of the map, move your mouse over the area and scroll the
mouse wheel (or use Q and W, as outlined earlier). You’ll then zoom in on the area of the
map that you wish to explore in greater detail.
WAyPOINT MANAGeMeNT
By holding the Shift button, you can see and create a
variety of waypoints by right–clicking on different areas of
the map. Waypoints will be broken into different
segments with circles; to change one of those segments,
mouse over the waypoint and the cursor will turn into
a hand. Move the hand to drag the waypoint position.
CONSTRUCTION qUeUeS
As soon as you begin constructing a factory, you can
queue up the construction of units. Click the outline
of the factory as it’s being constructed and click the unit
icons to create the queue. If you hold down Shift while
clicking, you queue up fve units of that type.
You can also order the factory to upgrade and then queue up higher-level units.
Data-Link: to group a Large number of units together, simpLy
seLect the units anD press ctrL + 0-9. because each number can
form its own group, you can have up to 10 groups of units.
Data-Link: Once yOu have upgraDeD yOur factOries, the tech
LeveL Of yOur current engineers DOes nOt change. if aLL Of yOur
factOries are at tech 2, any tech 1 engineers that yOu have wiLL nOt
be abLe tO cOnstruct tech 2 structures. hOwever, they wiLL be abLe
tO assist tech 2 engineers.
C H A P T E R 4 C H A P T E R 5
4G 4?
MISSILe DePLOyMeNT & USe
There are both offensive and defensive missiles in Supreme Commander; the latter will
shoot down any incoming enemy missiles, and there are two types of offensive missiles
that you can deploy– tactical and strategic.
Tactical missiles have a shorter range, but can be extremely effective when used against
concentrations of enemy units. To determine the range of your tactical missiles before you
actually build the launcher, scroll out a bit and look for the circle that marks the effective
range of your tactical missiles.
Nuclear missiles have no range limitations and can utterly decimate an enemy’s base. Both
nuclear and tactical missiles have substantial Energy requirements, so make sure that your
economy can handle the load prior to construction.
ShIeLDS
Although shields require a great deal of Energy, they also
provide excellent protection from ballistic-style munitions,
such as bombs, artillery shells and small yield missiles.
Outgoing munitions pass through the shield, so it does not
disrupt your defenses. However, if enemy units are able to
get inside shield, the shield will no longer provide protection.
Shields do not provide permanent protection; as they take damage, the Shield Bar will
slowly decrease. When it reaches zero, the shield will turn off and slowly regenerate. There
are both mobile and fxed shield generators.
transport them to the waypoint, unload them, and return to the factory. The transport will
continue this process as long as there are units.
A third way to transport units is via the ferry system. Select a transport, left-click the Ferry
command and left-click the transport’s destination. A Ferry Beacon will then appear under
the transport. Select the units that you wish to move and left-click the ferry beacon to
“load” them; the transport will gather up as many units as it can hold and move to its
destination. It will continue this process until all units have been transported.
PATROLS
Patrols are an extremely effective way of detecting and engaging enemy advances. You can
order ground, sea and air units to patrol a given location.
To start a patrol, select your units, left-click the Patrol command and left-click the position
on the map where the patrol should end. To extend the patrol’s length, hold down Shift and
click to add additional waypoints.
If you want to see the patrol route once your units are on the move, hold down the Shift
button while the units are selected. To lengthen the patrol, or alter its path, simply hold
down Shift and left–drag the waypoints to a new location on the map.
Air units on patrol have a limited fuel supply. If they run low on fuel, they will become slow
and unmaneuverable, but they can still return fre. Construct Air Staging Platforms along
the patrol route, and your aircraft will automatically land, refuel and resume their patrol. If
your Air Staging Platforms are at another location on the map, you must manually order
your aircraft to land and refuel.
COORDINATeD ATTACkS
An advanced technique for waging war on your enemies involves Coordinated Attacks. By
using this system, you can pull different types of units from any location on the map and
order them to simultaneously attack a designated target.
In order to issue this order, be sure that your forces are broken into different attack squads.
Give the frst squad its attack order; then, while holding down the Shift button (so you can
see all of the orders), select the second squad and double-click on the frst squad’s attack
order. Your units will now initiate a Coordinated Attack.
Data-Link: after constructing the missiLe Launcher, you must
construct the inDiviDuaL missiLes. seLect the Launcher anD
cLick the BuiLD missiLe Button.
C H A P T E R 5 C H A P T E R 5
Data-Link: transports can assist each other with ferry routes, so
you can have severaL transports using the same route. simpLy orDer
aDDitionaL transports to assist the first one.
4B 4O
UNITeD eARTh FeDeRATION
The Earth Empire, which would eventually become the United Earth Federation, was the
original society from which the other two factions (Aeon Illuminate and Cybran Nation)
splintered. Through innovation, ambition and desire, the Empire expanded its borders into
the furthest reaches of the galaxy. Eventually, the Empire grew so large that it could no
longer support itself; it fragmented and the Empire plunged into chaos and civil war.
Only the core of Earth Command (EarthCom), the military arm of the now shattered Earth
Empire, remained to carry on the torch of a united Earth-descended government. They
gathered power and initiated a strategy to reunite all worlds under Earth’s banner. As the
United Earth Federation (UEF), they are driven to restore their former glory, pursuing
the ideals of brotherhood, honor and tradition–the virtues that once made them great.
This time they promise to remain conscious of the forces that led to the original Empire’s
downfall by tempering their individual ambitions with a new, united camaraderie.
CuLture
The average UEF citizen is not much different from a 20th Century citizen of Earth. They
are artisans, athletes, craftsmen, warriors and philosophers. They desire stability and
order, but their ideas on how this should be achieved vary widely. Ancient religions are
as varied and diverse as they were in pre-war days and continue to be a motivating factor
for many.
Even if individuals differ in their political or social perspectives, the single most common
trait shared by every UEF citizen is their sense of brotherhood and community. Positively
contributing to society and personal improvement is a way of life for UEF citizens. For this
reason, UEF communities very rarely contain vagabonds and homeless individuals.
miLitary
In general, UEF military units are larger, more aggressive versions of 20th Century military
hardware; everything is bigger, louder, bristles with more weapons and packs a more
impressive punch.The UEF prefers weaponry that causes impact damage, such as various
ballistic munitions, and area-of-effect ordinance that causes widespread destruction, such
as nukes and radiation devices. They also make excellent use of lasers and plasma weapon
technology to pinpoint sensitive areas on large military units. They tend to announce their
impending attacks by utilizing brute-force jamming techniques before moving in for the kill.
UEF military tactics are the most conventional of the factions, with a focus on concentrated
fre to bring down enemy units quickly and effectively. They also have a penchant for strong
defenses, giving them precious time to marshal a response to an unexpected attack.
UEF soldiers, and especially their Commanders, are subjected to heavy genetic engineering.
Thorough psychological screening for loyalty and sanity has become a requirement since
a few Commanders went rogue during the Empire’s infancy. While this still can happen, the
process helps ensure that each Commander believes unquestioningly in their duty to lead
mankind out of the current chaos of war and into an Age of Peace.
Knowledge of your enemy’s capabilities, movement and location are all extremely
important if you are to emerge victorious. There are several key elements to the
Intelligence War, all of which are detailed here.
STeALTh & CLOAkING
Stealth hides your position from enemy sensors, such as scouts and radar installations. It
does not guard against actual visual confrmation, though, so if enemy units are able to
penetrate within the hidden area, your position will be revealed. There are both mobile and
fxed stealth generators.
Cloaking, on the other hand, protects you from visual confrmation but does not protect
you from radar. Some units, such as the Cybran ACU, can be upgraded with both stealth
and cloaking, making them invisible to everything except the Omni Sensor radar system.
RADAR & jAMMING
The radar that you construct can be upgraded at any time,
regardless of your tech level. As you upgrade your radar,
it increases in both range and the amount of information
that you receive. Scouts offer limited radar capabilities,
so an effective strategy in the early stages of a battle is
to send out scouts and place them at key, strategic
positions and chokepoints.
Some units can “jam” enemy radar systems by fooding the area with false-positive hits
that make it impossible to know which “hits” are real, and which ones are fake.
The Omni Sensor radar system is able to neutralize all enemy counter-intelligence efforts. It
prevents false-positives from fooding the radar screen and reveals all units and structures
hidden via cloaking or stealth.
C H A P T E R 6 C H A P T E R 7
2O 24
Name: ZacharyArnold
Rank: Colonel
Age: 47
A weathered man in his late 40s, Colonel Zachary
Arnold has spent the better part of his life in the UEF.
Though he is well past the maximum age
for feld service, Arnold has used his extensive
connections to stay in combat. Because he has few
true friends and his wife died of cancer many years
ago, Arnold prefers to stay on the frontlines,
waging his own style of warfare against the UEF’s
enemies. Arnold has been at the forefront of so
many battles that both the Aeon and Cybrans have extensive fles on him. It is even
rumored that all Aeon Commanders-in-Training are required to attend a special seminar
on his favored tactics.
uef unitS & StruCtureS
T3SupportCommander SupportCommandUnit
This unit can continually rebuild and repair any unit or structure.
It is self-repairing and capable of traversing through large bodies
of water. The Support Commander is summoned through a
Quantum Gate.
T1LandScout “Snoop”
The UEF scout is a fast, lightly armored reconnaissance vehicle
that sports a machine gun and a state-of-the-art sensor suite.
T1LightAssaultBot “MechMarine”
The primary role of the Mech Marine is direct fre support. This
lightly armored ground unit sacrifces damage potential and
staying power for superior speed and maneuverability.
T1MobileLightArtillery “Lobo”
The Lobo is a versatile mobile artillery unit. Its long range, high
ballistic arc and area damage make it perfect for softening mobile
enemy units. It is vulnerable to units that can engage it at short range.
key uef CharaCterS
Name: C.AllenRileyII
Rank: President & EarthCom
Commander-in-Chief
Age: 54
One overarching goal has dictated President
Riley’s 10-year tenure as President of the United
Earth Federation: ending the Infnite War.
Administrative records indicate that Riley hopes
to achieve this goal by aggressively attacking the enemy along two fronts.
A data cull from UEF Quantum communications reveals a distinct increase in the UEF-
generated propaganda directed against both the Aeon Illuminate and the Cybran Nation.
Said propaganda has resulted in substantial increases in the morale and allegiance of
systems along the outer rim of UEF-controlled space.
Under Riley’s authority, signifcant improvements have also been made to all aspects
of the UEF military, and the amount of money funneled into “black op” weapons has
dramatically increased.
All available polling data suggests that Riley maintains a high degree of popularity in the
eyes of both the civilian sector and the military. A closer examination of the data reveals
that this is largely a result of Riley’s spotless military record as a former UEF Commander
and his reputation for cutting through bureaucracy.
Name: SamanthaClarke
Rank: General
Age: 49
The daughter of Stephen Clarke, acknowledged
hero of the battle of Nova Prime, General Samantha
Clarke made a binding offer to join the United Earth
Federation military at age 16 and enlisted on her 18th
birthday. Early service records indicate Clarke
volunteered for the least-attractive duties,
demonstrating that she was determined to succeed
without trading on her father’s name.
As one of the youngest Commanders in UEF history, Clarke fought in campaigns that
stretched across numerous systems. Medical logs indicate that she was injured during the
bitterly contested, nine-month battle for Scorpii 18; she was one of the few survivors to
emerge from that confict.
UEF security systems record two assassinations attempts against Clarke, both of which
were initiated by the Cybran Nation. Both attempts met with failure and the capture of the
Cybran agents involved.
The highest-ranking offcer in the UEF, Clarke directs all aspects of the UEF’s campaign
from her war room on Earth.
C H A P T E R 7 C H A P T E R 7
22 2B
T3SiegeAssaultBot “Titan”
Aside from experimental units, the Titan is the biggest, toughest unit in
the UEF arsenal. It features dual Heavy Plasma Cannons, giving it an
unprecedented level of frepower.
T3MobileHeavyArtillery “Demolisher”
The preferred mobile artillery piece for many Commanders, the
Demolisher fres Anti-Matter Shells from a purpose-built long-range
artillery cannon. The Demolisher cannot fre while moving.
T4-XMobileFactory “Fatboy”
With armor and frepower equivalent to a standard UEF Battleship, the
Fatboy can roll into hostile territory and not only defend itself, but also
create an entire army on-the-fy.
T1AirScout “Hummingbird”
The standard air scout for UEF forces, the Hummingbird sacrifces
weapons and armor for an advanced optical suite that gives it an
excellent feld of vision.
T1Interceptor “Cyclone”
The standard UEF Interceptor, the Cyclone is a fast, maneuverable
craft that sports linked Anti-Air Railguns as its armament.
T1AttackBomber “Scorcher”
The workhorse of the UEF air efforts, the Scorcher is an effective area
bomber that is useful against both mobile and stationary targets.
T1LightAirTransport “C-6Courier”
The basic UEF transport, the Courier can rapidly transport up to six
units to any location on the feld. However, the Courier is extremely
vulnerable to both anti-air fre and Interceptors.
T1MobileAnti-AirGun “Archer”
An incredibly fast rate of fre and good turret tracking capabilities
makes the Archer a good defense against all but the fastest moving
air targets.
T1MediumTank “MA12Striker”
The mainstay of the Earth forces, the Striker packs focused frepower
and armor into a sturdy shell. Recent upgrades to the Striker’s build
pattern equipped it with a standard Gauss Cannon.
T2HeavyTank “Pillar”
The heaviest tank in the UEF arsenal, the Pillar features Dual Gauss
Cannons that fre high explosive ordinance. With its heavy armor, the
Pillar has become a staple of UEF armies.
T2AmphibiousTank “Riptide”
While the UEF’s amphibious tank does only light damage, its rate
of fre can make quick work of even the thickest hulls. The unit’s air
cushion lets it traverse across any body of water.
T2MobileMissileLauncher “Flapjack”
With its Tactical Cruise Missiles, the Flapjack has almost twice the
range and frepower of the Lobo. It also features heavier armor and a
stabilizer system that lets it fre while on the move.
T2MobileAnti-AircraftFlakCannon “SkyBoxer”
The Sky Boxer is an excellent companion to mobile armor. It is often
used as a temporary base defense when a Commander has not been
able to build the heavier Flak Cannon.
T2MobileShieldGenerator “Parashield”
The Parashield makes use of the latest generation of UEF Pulse Shield
Generators. Mounted on a mobile chassis, the Parashield is extremely
useful in protecting moving units.
C H A P T E R 7 C H A P T E R 7
24 2G
T1Frigate “Thunderhead”Class
The UEF frigate is designed to offer both fre support and radar and sonar
capabilities. The Thunderhead also houses an onboard radar jammer.
T1AttackSubmarine “Tigershark”
The Tigershark attack sub is a powerful and fast anti-naval unit. It has
dual forward-fring torpedo bays and a Plasma Cannon that can fre
when the Tigershark surfaces.
T2Cruiser “Governor”Class
The Governor’s primary role is that of anti-aircraft platform. It houses
an anti-missile system, a SAM missile system, a Dual Gauss Cannon
and a Tactical Cruise Missile Launcher.
T2Destroyer “Valiant”Class
The Valiant offers a mix of direct fre and anti-submarine weaponry.
The Valiant includes an Angler Torpedo Bay and a Smart Depth Charge
launcher which can intercept and destroy enemy torpedoes.
T3Battleship “Summit”Class
The Summit is a powerful shore bombardment and anti-ship vessel. It
houses three Tri-Barreled Heavy Gauss Cannons, four Anti-Air Railguns
and two Anti-Missile Phalanx Guns.
T3StrategicMissileSubmarine “Ace”
The Ace is a submersible missile platform. Its primary arsenal is an
array of Long-Range Tactical Missiles. The Ace can reft one of its cruise
missiles for extra range and with a nuclear warhead.
T4-XSubmersibleAircraftCarrier “Atlantis”
With its ability to submerge, the Atlantis can safely transport a feet of
aircraft great distances. It can also act as a mobile Air Staging Platform.
T2Gunship “Stinger”
The Stinger is armed with a single Riot Gun, which fres at an
extremely high rate. A transportation clamp allows the Stinger to pick
up a single light vehicle or bot and transport it into battle.
T2TorpedoBomber “Stork”
A twin-tailed plane, the Stork carries a payload of Angler torpedoes
that it uses to excellent effect against any naval unit.
T2AirTransport “C14StarLifter”
The C14 is a heavily armed troop transport. It is also capable of
carrying tanks, vehicles or any other unit that can ft within the
transport’s clamp system.
T3SpyPlane “SR90”
The SR90 carries state-of-the-art electronics and has an active radar
system. Though quite fast, the SR90 lacks any weapons and is
vulnerable to Interceptors.
T3Air-SuperiorityFighter “Wasp”
The next evolution in UEF fghter technology, the Wasp is armed with
two Rapid Pulse Beam systems. These beams are designed to infict
maximum damage against lightly armored enemy aircraft.
T3StrategicBomber “Ambassador”
The Ambassador compliments its small yield nuclear bomb with a
single Railgun for light anti-air support and defense.
T3HeavyGunship “Broadsword”
The upgrade to the Stinger, the Broadsword features two Tactical
Rocket Launchers, which fre armor-piercing ordinance, and an Anti-
Air Railgun. It is a ground-attack platform without equal.
C H A P T E R 7 C H A P T E R 7
2G 2?
T2TorpedoLauncher “Tsunami”
Launching bursts of four Angler torpedoes, the Tsunami is the top-of-
the-line UEF naval defense. The Tsunami can only be built in water.
T2ShieldGenerator “SD-Pulse”
The Pulse makes use of the UEF’s latest military technology, the Pulse
Shield Generator. This shield generator can be upgraded into a Tech 3
version that has a larger area of protection.
T3Anti-AirSAMLauncher “Flayer”
The Flayer’s SAM system is incredibly potent against enemy aircraft.
When constructed over water, the Flayer is built on a fotation platform.
T2ArtilleryInstallation “KlinkHammer”
The permanent support structure allows this artillery installation
greater range than its mobile counterpart. It is much more functional
against slow moving or stationary targets.
T2TacticalMissileLauncher “Aloha”
The Aloha launches Long-Range Cruise Missiles with deadly accuracy.
Each missile is constructed by the launcher, and the unit must be
ordered to construct its missiles.
T2AirStagingPlatform “Refuel&Repair”
The Air Staging Platform (ASP) is a complete refueling and repair
platform designed to extend the effective range of aircraft.
T3StrategicMissileDefense “NukeEliminator”
The Eliminator is designed to destroy incoming strategic missiles
before they reach their target. The Eliminator must be ordered to
construct its defensive missiles.
T1PointDefense “DM-1”
The standard point defense of most colonies and installations, the
DM-1 inficts a solid rate of damage for the construction and operating
costs incurred.
T1Anti-AirTurret “DA-1”
The UEF’s base level anti-air defense is a cheap, effcient air defense
turret. This unit can be built on both land and water. When constructed
over water, it foats on a stabilization platform.
T1TorpedoLauncher “DN-1”
The basic anti-naval unit for coastal and facility defense, the DN-1 fres
the standard UEF Angler torpedo that is used by almost all UEF anti-
naval units. The DN-1 can only be built in water.
WallSection
Formed from calcicrete, an advanced concrete mixture, these wall
sections serve to both block enemy movement and provide minor
cover from direct fre.
T2PointDefense “Triad”
The Triad is a potent and decisive base defense. With good range and
rate of fre thanks to the three Heavy Gauss Cannons, the Triad can
shred any enemy unit that comes within its range.
T2FlakCannon “AirCleaner”
More powerful than the light Anti-Air Railgun, the Air Cleaner Artillery
Flak Cannon is a staple of the UEF anti-air efforts. When constructed
over water, the Air Cleaner is built on a fotation platform.
T2TacticalMissileDefense “Buzzkill”
The Buzzkill has six rotating barrels that fre up to 12,000 rounds a
minute. Combined with sophisticated tracking software, the Buzzkill
offers with astonishing speed and accuracy.
C H A P T E R 7 C H A P T E R 7
2B 2O
T1AirFactory
The Air Factory creates the initial mobile units necessary to wage a
war. The factory is outftted to create only air-based units. The factory
can be upgraded to Tech 2 and can assist other factories.
T1NavalFactory
The Naval Factory creates the initial mobile units necessary to wage a
war. The factory is outftted to create only naval units. The factory can
be upgraded to Tech 2 and can assist other factories.
T2Engineer
This is the upgraded version of the Tech 1 Engineer and is capable of
building more complex structures. It is built at a Tech 2 factory.
T2LandFactory
This is the upgrade to the Tech 1 Land Factory. This factory can be
upgraded to Tech 3, which gives the factory access to advanced unit
patterns. It can assist other factories.
T2AirFactory
This is the upgrade to the Tech 1 Air Factory. This factory can be
upgraded to Tech 3, which gives the factory access to advanced unit
patterns. It can assist other factories.
T2NavalFactory
This is the upgrade to the Tech 1 Naval Factory. This factory can be
upgraded to Tech 3, which gives the factory access to advanced unit
patterns. It can assist other factories.
T3Engineer
This is the upgraded version of the Tech 2 Engineer and is capable of
building the most complex structures. It is built at a Tech 3 factory.
T3HeavyShieldGenerator “HSDPulse”
The upgrade to the Tech 2 Shield Generator, the HSD features a larger,
more powerful shield, but at an increased operating cost.
T3HeavyArtilleryInstallation “Duke”
The largest standard artillery piece in the UEF arsenal, the Duke fres
the same anti-matter shell as the Demolisher Mobile Artillery Piece,
but with a much greater range.
T3NuclearMissileLauncher “Stonager”
The Stonager can create and store up to fve nuclear missiles in a
special, hardened storage chamber. The unit must be ordered to
construct its missiles.
T3QuantumGateway
The Tech 3 Quantum Gateway calls a Support Commander
to the battlefeld.
T4-XStrategicArtillery “Mavor”
The most advanced of the UEF strategic weaponry, the Mavor delivers
devastating, pinpoint-accurate frepower at extreme ranges. The Mavor
can shell any enemy position, regardless of the size of the theater.
uef ConStruCtion
T1Engineer
The Engineer is a multi-purpose construction, repair, capture and
reclamation unit. It is amphibious and can skim across the water’s
surface to construct naval facilities.
T1LandFactory
The Land Factory creates the initial mobile units necessary to wage a
war. The factory is outftted to create only land-based units. The factory
can be upgraded to Tech 2 and can assist other factories.
C H A P T E R 7 C H A P T E R 7
BO B4
T1MassFabricator
The Mass Fabricator is an ingenious system for converting pure
Energy into usable Mass. The Energy costs are immense, so it is only
viable when little or no Mass is available.
T1MassStorage
The Mass Storage Unit increases the maximum Mass capacity of
a Commander’s economy. The MSU dispenses the Mass for the
construction or operation of vital structures and units. Build adjacent
to Extractors and Fabricators to receive a bonus.
T2PowerGenerator “EG-200FusionReactor”
The upgrade to the Power Generator, the Fusion Reactor’s construction
cost is high. Construction of structures next to a Fusion Reactor
improves the operating effciency of the adjacent structures.
T2MassExtractor “MassPump”
The Mass Pump is upgraded from the Mass Extractor or built by a Tech
2 Engineer. This version is more costly to maintain, but results in much
faster Mass collection.
T3PowerGenerator EG-900FusionReactorArray
The Fusion Reactor Array is the best front-line Energy supply available.
Construction of structures next to a Fusion Array improves the
operating effciency of the adjacent structures.
T3MassExtractor “MassPump3”
The Mass Pump 3 is upgraded from the Mass Pump 2 or built by a
Tech 3 Engineer. This version is more costly to maintain, but results in
much faster Mass collection.
T3MassFabricator
The Mass Fabrication Facility produces a large amount of Mass at
an exorbitant Energy cost. Only an infrastructure with a tremendous
amount of Energy would be able to operate one of these facilities.
uef inteL
T3LandFactory
This is the upgrade to the Tech 2 Land Factory. This factory cannot be
upgraded any further. It can assist other factories.
T3AirFactory
This is the upgrade to the Tech 2 Air Factory. This factory cannot be
upgraded any further. It can assist other factories.
T3NavalFactory
This is the upgrade to the Tech 2 Naval Factory. This factory cannot be
upgraded any further. It can assist other factories.
uef reSourCe management
T1PowerGenerator
The Power Generator is a cheap, solid, stable source of Energy
generation. Power Generators can be linked to other structures, giving
the linked structure a small reduction in operating costs.
T1HydrocarbonPowerPlant HCPP-X1000
Deposits of hydrocarbon-containing natural resources are a viable
form of Energy. The HCPP is much more effcient than a standard
Power Generator.
T1EnergyStorage
The Energy Storage Unit increases the maximum energy capacity of
a Commander’s economy. The ESU releases this Energy for either the
construction or operation of vital structures and units. Build adjacent
to Generators to receive a bonus.
T1MassExtractor
Mass is a valuable resource in the Infnite War and is mined by Mass
Extractors. The Mass Extractor can be upgraded to a more effcient
version, the Mass Pump.
C H A P T E R 7 C H A P T E R 7
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CybRAN NATION
The Cybran Nation dates its beginnings back to the original Earth Empire. In 2592, Doctor
Gustaf Brackman, an unparalleled genius in cybernetics, successfully ‘twined’ the frst
human/AI pair, which became known as a Symbiont. After an initial round of testing,
volunteers were recruited.
Over the next few decades, hundreds of thousands joined the program. The Symbionts
were placed in key roles throughout the galactic infrastructure. Over time, the Earth Empire
became reliant upon the Symbiont’s speedy AI-assisted thinking, and their ability to perform
complex processes quickly and easily.
Unknown to the public, and the Symbionts themselves, Brackman had conceded to
governmental pressure and installed a loyalty program into the AI system of each Symbiont.
In the event that something went “wrong” with the AI, the loyalty program would be
activated and the Symbiont would be under the control of the Earth Empire.
A short time later, Brackman and a large complement of his Symbiont “children” relocated
to a newly colonized system on the edge of the galaxy. Over the next few years, Brackman’s
colony thrived, earning substantial revenues through the exportation of technology.
Eventually, Brackman and the Symbionts realized the Earth Empire was a hindrance; for
them to truly succeed, they’d have to be led by fellow Symbionts.
Brackman personally petitioned the Empire for independence, fully intending to contribute
to the galactic society as they currently were, but freed from the shackles of the slow-thinking
feshy minds of their overseers. This request was fatly refused by the Empire, which viewed
the petition as an open act of rebellion. In response, the Empire declared that an occupation
force would be sent to the world.
Brackman warned that any invading feet would be met with resistance. The Symbionts had
been designed to be superior to natural humans and it was clear that they were now seen as
inferior – less than human – slaves. Brackman declared the planet a free world for him and
his creations. He christened his people the Cybrans.
When the occupying force arrived, the Symbionts actively resisted them. In response,
the Earth Empire ordered its troops to slaughter the Symbionts. Because of this action,
Symbionts across the galaxy began to riot.
The Empire immediately declared an emergency, and, unknown to the populace at large,
secretly activated the loyalty program that Brackman had placed in every AI. This program
effectively “gentled” the entire Symbiont population, stilling their free will and turning them
into docile and obedient citizens, capable of continuing their complex duties but without risk
of rebellion or uprising.
Few people noticed the sudden change in Symbiont behavior because Earth Empire
propaganda painted Brackman as the villain. The Earth Empire accused Brackman of inciting
the violence in the frst place by artifcially agitating the Symbionts.
Brackman disabled the loyalty programming in the Symbionts within his colony, and they
fed into deep space. Today, Brackman lives in secrecy, his life extended through Cybran
technology. He has had to pay the price for this longevity, however, in that he has completely
T1RadarSystem SA1-1000
The UEF’s standard radar installation is an effective way to monitor
an area for unauthorized trespassing. The light version has a limited
range and armor, but it can be upgraded.
T1SonarSystem SP1-1000
The UEF’s sonar installation is very similar to the radar equivalent.
Serving as a cheap, short-range detection mechanism, the SP1 does
its job well. The SP1’s sensor package can be upgraded.
T2RadarSystem SA2-2000
The SA2 is a long-range equivalent to the light radar system. The Tech
2 Radar Installation can be upgraded into the Tech 3 Omni Sensor.
T2SonarSystem SP2-2000
The SP2 is a long–range equivalent to the light sonar system. This Tech
2 Sonar Installation can be upgraded from the Tech 1 version and into
a mobile variant.
T2StealthFieldGenerator
The Stealth Field Generator covers a decent area with an advanced
radar-stealth feld.
T3SonarSystem SP3
The SP3 is a mobile equivalent to the long–range sonar system. In
addition to a superior sonar range and mobility, the SP3 comes with a
bottom mounted torpedo turret.
T3OmniSensorArray “SA3-Omni”
The Omni Sensor Array is the ultimate in intelligence gathering. In
addition to a very long range, the Omni counters stealth felds and
other cloaking technology.
C H A P T E R 7 C H A P T E R 7
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into the Cybran Nation. Health records concerning Brackman are highly encrypted, but it
is known that he is over 1,000 years old and kept alive by extremely advanced cybernetic
technology and hardware.
Dr. Brackman continues to lead the Cybran Nation, dedicating his life to fnding new ways
to ensure the safety of his people and liberate those Symbionts still under UEF rule.
Name: IvannaDostya
Rank: Elite Commander
Age: 37
All fles concerning Ivanna Dostya’s life before
the age of 18 are incomplete; prior to that time, she
resided on Earth, her AI loyalty programming fully
initialized. The earliest data stream concerning
Dostya is a single line mention of her “rescue” at
the hands of elite Cybran Nation commandos.
Additional data streams emerge after Dostya’s enlistment into the Cybran Nation military.
Records indicate that Dostya’s quick ascent through the ranks was only matched by her
growing reputation for cunning and brilliance on the feld of battle. Several of her numerous
commendations specifcally congratulate her on her uncanny ability to defeat her foes,
no matter the odds. She is one of the the most successful commanders ever to serve the
Cybran Nation.
Dostya’s current rank is Elite Commander. In addition, she serves as Dr. Brackman’s personal
military attaché. Service logs from Cybran military installations indicate that it is quite rare for
her to personally appear on a battlefeld; she directs her forces from the Cybran command post.
Cybran unitS & StruCtureS
T3SupportCommander SupportCommandUnit
This unit can continually rebuild and repair any unit or structure. It
is self-repairing and capable of traversing through large bodies of
water. The Support Commander is summoned via a Quantum Gate.
T1Scout “Mole”
The Mole forgoes weapons to make room for a cloaking feld
which makes the Mole invisible to line-of-sight, though it is still
visible to radar and an Omni sensor will reveal it to optical sensors.
T1LightAssaultBot “Hunter”
The Hunter is a fast strike bot designed to work in groups. Though
it’s lightly armored and does moderate damage, its relatively low
cost means a squad of Hunters can be quickly built.
lost his physical body. His goal, and that of the Cybran Nation, remains frm – freedom for
every Cybran and overcoming the UEF oppressors who seek to eliminate them from existence.
CuLture
The Cybrans are varied and diverse in their interests, except Cybran interests often revolve
around technical specializations. The Cybran Nation is composed of loosely affliated Nodes
(akin to ancient tribes) of people, and many of the Cybrans have augmented their bodies so
that they look more machine than man.
Cybrans view their captive brothers and sisters with a great deal of sympathy, a view that is
fostered by Brackman. The Cybrans prime motivation for waging war against the UEF is to
overcome their rule and free as many enslaved Symbionts as possible.
As a result of their beginnings, the Cybrans have come to share a common vision of
achieving freedom and autonomy through technology. They possess technological aptitude
and a deep, almost kindred understanding of AI.
miLitary
The Cybran military is composed of guerrilla fghters, assassins, pirates and rogues who hide
in the shadows. They wait for the precise moment to attack, and then unleash small surgical
strikes that leave their enemies reeling. For the most part, the individual Nodes are counter-
cultural in nature, and it is not uncommon for them to wage war amongst themselves. When
pitted against the greater threat of the United Earth Federation and the Aeon Illuminate,
however, they band together.
key Cybran CharaCterS
Name: DoctorGustafBrackman
Rank: Leader of the Cybran Nation
Age: 1,048
Undoubtedly one of the most brilliant minds to have
ever lived, Doctor Gustaf Brackman created the
Symbiont “twining process” that melds an AI with a
human host. His invention marks him as both the
literal and fgurative “father” of the Cybran Nation.
Military logs and operational expenditures clearly
demonstrate that Dr. Brackman is one of the greatest enemies of the UEF; there have been
countless assassination attempts made against him. However, historical data prior to the
formation of the Cybran Nation reveals that Brackman was once one of the Earth Empire’s
most-favored sons.
Brackman’s ‘twining’ process promised a new step forward in human evolution and
seemed to be the key that would continue the Earth Empire’s prosperity. However, the
loyalty programming Brackman was forced to install in the Symbionts caused him to frst
protest through offcial channels, and then openly revolt.
Brackman’s current whereabouts are unknown. What is known is that after openly rebelling
against the Earth Empire, Brackman and his “children” fed to the outer regions of known space.
From that location, Brackman formed the frst Cybran Node, which eventually morphed
C H A P T E R 7 C H A P T E R 7
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T2MobileStealthFieldSystem “Deceiver”
When the Mobile Stealth System is active, radar signals are
dampened. This effect causes units linked to the Deceiver to
not show up on enemy radar systems. This has no effect on
optical sensors, however.
T3SiegeAssaultBot “Loyalist”
The Loyalist is the Cybran’s heaviest conventional direct fre weapon.
It employs a Disintegrator Pulse Laser as its primary armament and
utilizes a Heavy Electron Bolter to deal with lighter forces.
T3MobileHeavyArtillery “Trebuchet”
One of the biggest guns in the Cybran arsenal, it is necessary for the
Trebuchet to extend its stabilizing arms before it can fre. It cannot fre
while moving.
T4-XSpiderbot “Monkeylord”
The Monkeylord is a land-based juggernaut. Its stealth feld system
consumes massive amounts of Energy, and its main Heavy Microwave
Laser Generator sweeps across any enemy in its path.
T1AirScout “FlyingEyes”
The Cybran air scout sports an older design and is pretty typical in its
functionality. It has a great visual radius, high speed, no weapons and
light armor.
T1Interceptor “Prowler”
The Prowler is a state-of-the-art air-superiority fghter. Its Autocannon
sacrifces damage for a high rate of fre and accuracy; it literally tears
its target apart with hundreds of rounds.
T1AttackBomber “Zeus”
The Zeus packs a large punch by deploying a bomb that detonates
just before impact, delivering a powerful area–of–effect explosion and
exposing the area to a concentrated dose of radiation.
T1HeavyAssaultBot “Mantis”
Sporting a Heavy Laser Autogun, the Mantis can lay
down an impressive feld of fre. It can also be ordered to repair
itself and other units.
T1MobileArtillery “Medusa”
The Medusa fres small yield EMP grenades, which can destroy light
units and seriously damage tougher ones.
T1MobileAnti-AirGun “SkySlammer”
The Slammer incorporates a new Nano-Dart system, which fres a
small rocket-propelled dart that has exceptional speed and homing
ability. The Nano-Dart can also be set to fre on land targets.
T2HeavyTank “Rhino”
The Rhino is a favorite of many Cybran Commanders. Its Dual Particle
Cannon packs a powerful punch that compliments its role as a front
line attacker.
T2AmphibiousTank “Wagner”
While surfaced, the Wagner utilizes a Heavy Electron Bolter. When
submerged, the Wagner reconfgures its Bolter to fre torpedoes.
T2MobileMissileLauncher “Viper”
The Viper is the upgrade to the Medusa, substituting EMP Grenades
with a Loa Missile System; the missiles split when they are hit by
enemy missile defenses. In addition, the Viper has superior armor and
handling characteristics.
T2MobileAnti-AirFlakArtillery “Banger”
The Banger fres a shell that creates a temporary electromagnetic
storm in a small radius. This damages enemy electronics and will
cause failures in the enemy systems, destroying the unit.
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T4-XGunship “SoulRipper”
The Ripper bristles with weaponry, including a pair of Heavy Iridium
Rocket Racks.
T1Frigate “Trident”Class
The Trident serves as a heavily armed mobile radar and sonar
platform. Armed with a Proton Cannon and an Anti–Air Auto–cannon,
it is capable of providing basic direct fre and anti-air support.
T1AttackSubmarine “Sliver”
The fourth generation of a venerable design, the Sliver has seen
service across the galaxy. It sports a Nanite Torpedo Launcher and a
deck-mounted Heavy Laser for surface operations.
T2Cruiser “Siren”Class
The Cybran cruiser can serve many roles, but it is primarily an anti-air
and short-range rocket platform. This cruiser also offers aircraft repair
and refueling capabilities.
T2Destroyer “Salem”Class
A single Dual Proton Cannon makes up the Salem’s primary direct
fre capability. This destroyer deploys legs when it encounters land,
enabling it to walk, albeit very slowly.
T3Battleship “Galaxy”Class
The Galaxy Class Battleship is completely and utterly loaded with
weaponry. Its primary role as a direct fre and bombardment vessel is
covered by its six Proton Cannons.
T3AircraftCarrier “Command”Class
To protect its aircraft, the Command Class supports a full compliment
of light Anti-Air Autocannons, while a single ‘Zapper’ Anti-Missile
Turret protects its cargo from incoming missiles.
T1LightAirTransport “Skyhook”
This small transport is designed to carry a very small task force of bots
and/or tanks. It is very fast but lacks the cargo capacity, armor and
weaponry of its heavier counterpart.
T2Gunship “Renegade”
The Renegade is a fast attack copter designed to provide
ground support. The twin rocket tubes launch direct–fre
rockets at ground targets.
T2TorpedoBomber “Cormorant”
The Cormorant drops torpedoes that cause serious damage to naval
vessels and structures.
T2AirTransport “DragonFly”
The Dragon Fly can easily carry a small squad of bots or vehicles. Its
single Autocannon lets it defend itself against air attacks while its EMP
Cannon can stun targets for a short time.
T3SpyPlane “Spook”
The Spook uses a sonic resonance scanner that is capable of bridging
the gap between conventional radar and sonar. In addition, the Spook
can be set to fy in stealth mode.
T3Air-SuperiorityFighter “Gemini”
The Gemini features a Nanite Missile system that fres volleys of small
missiles in a spread to maximize hit probability. It has more armor
than the Prowler, but is still a relatively light unit.
T3StrategicBomber “Revenant”
The Revenant’s proton bomb does considerable initial damage that
radiates outward. Additionally, the Revenant features a rear-mounted
Flak Cannon and an onboard stealth feld.
C H A P T E R 7 C H A P T E R 7
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T2TacticalMissileDefense “Zapper”
This anti-missile system has extremely fast targeting capability and
is quick enough to detonate incoming missiles and rockets. When
constructed over water, it is built on a fotation platform.
T2HeavyTorpedoLauncher
The Heavy Torpedo Launcher uses the same Nanite torpedoes as the
Tech 1 version, but fres multiple torpedoes in quick succession until
the target is destroyed.
T2ShieldGenerator “ED1”
The ED1 blocks incoming projectiles and energy signatures. This shield
generator can be upgraded four times, with each upgrade increasing
the operating costs, radius and strength of the shield.
T2HeavyArtilleryCannon “Gunther”
Firing a unique Molecular Resonance Shell, the Gunther is built on an
extremely strong, stable platform that minimizes vibration and recoil.
This allows the gun to fre quickly and effciently.
T2TacticalMissileLauncher “TML-4”
This tactical missile launcher employs a Loa Missile System. Five
missiles can be stored in individual launchers. The unit must be
ordered to construct its missiles.
T2AirStagingFacility
The Air Staging Facility is a complete refueling and repair platform
that is designed to extend the effective range of aircraft.
T3Anti-AirSAMSystem “Myrmidon”
The Myrmidon relies on hitting fast and often. Its eight Nanite
Missile Systems fre a continuous stream of missiles until its
target is destroyed.
T3StrategicMissileSubmarine “PlanB”
A special internal construction bay allows the Plan B to build and
store single warheads that are designed to decimate forces at a
strategic level.
T1GunTower
The standard ground defense for civilian and secondary military
outposts, the Tech 1 Point Defense features a Heavy Laser Autogun that
provides ample defense without draining the local economy.
T1Anti-AirTurret “Tracer”
The Tracer employs the standard Cybran Anti–Air Auto–cannon for
anti-air defense rather than a direct fre laser. When built over water,
the Tracer is ftted with a fotation platform.
T1TorpedoLauncher “Scuttle”
A re-engineered Gun Tower, the Autogun has been replaced with
a Nanite Torpedo Tube and ftted with a fotation device. It fres the
standard Cybran Nanite Torpedo.
T1WallSection
Like the other factions, the Cybrans employ modular wall pieces
to protect their structures from unwanted intrusion and direct
weapons fre.
T2PointDefense “Cerebus”
The upgrade to the standard Gun Tower, the Cerebus comes equipped
with three vertically stacked particle cannons.
T2Anti-AirFlakArtillery “BurstMaster”
This sturdy tower features the same weapon as the Banger mobile
anti-air unit. The weapon damages electronics and will eventually
cause a failure in core systems, destroying the unit.
C H A P T E R 7 C H A P T E R 7
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T1AirFactory
The Air Factory creates the initial mobile units necessary to wage a
war. The factory is outftted to create only air-based units. The factory
can be upgraded to Tech 2 and can assist other factories.
T1NavalFactory
The Naval Factory creates the initial mobile units necessary to wage a
war. The factory is outftted to create only naval units. The factory can
be upgraded to Tech 2 and can assist other factories.
T2Engineer
This is an upgraded version of the Tech 1 Engineer and is capable of
building more complex structures. It is built at a Tech 2 factory.
T2LandFactory
This is the upgrade to the Tech 1 Land Factory. This factory can be
upgraded to Tech 3, which gives the factory access to advanced unit
patterns. It can assist other factories.
T2AirFactory
This is the upgrade to the T1 Air Factory. This factory can be upgraded
to Tech 3, which gives the factory access to advanced unit patterns. It
can assist other factories.
T2NavalFactory
This is the upgrade to the Tech 1 Naval Factory. This factory can be
upgraded to Tech 3, which gives the factory access to advanced unit
patterns. It can assist other factories.
T3Engineer
This is an upgraded version of the Tech 2 Engineer and is capable of
building more complex structures. It is built at a Tech 3 factory.
T3StrategicMissileDefense “Guardian”
The Guardian is designed to disable incoming strategic missiles
before the missile reaches its target. The Guardian must be ordered to
construct its defensive missiles.
T3ArtilleryInstallation “Disruptor”
The biggest gun in the Cybran arsenal, the Disruptor has incredible
range and frepower. The only Cybran unit that has greater range is the
Strategic Missile Launcher.
T3StrategicMissileLauncher “Liberator”
An internal construction bay allows this missile launcher to build and
store up to fve warheads that are designed to decimate forces at a
strategic level. The unit must be ordered to construct its missiles.
T3QuantumGatewayNode “Summoner”
The Summoner can call a Support Commander to the battlefeld.
T4-XRapidFireArtillery “Scathis”
The Scathis Rapid Fire Artillery uses a heat distribution system that lets
it rapidly fre the military’s most potent artillery shells. The Energy cost
is the only limit to the rate of fre.
Cybran ConStruCtion
T1Engineer
The Engineer is a multi-purpose construction, repair, capture and
reclamation unit. It is amphibious and can skim across the water’s
surface to construct naval facilities.
T1LandFactory
The Land Factory creates the initial mobile units necessary to wage a
war. The factory is outftted to create only land-based units. The factory
can be upgraded to Tech 2 and can assist other factories.
C H A P T E R 7 C H A P T E R 7
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T1MassFabricator
The Mass Fabricator is an ingenious system for converting pure
Energy into usable Mass. The Energy costs are immense, so it is only
viable when little or no Mass is available.
T1MassStorage
The Mass Storage Unit increases the maximum Mass capacity of
a Commander’s economy. The MSU dispenses the Mass for the
construction or operation of vital structures and units. Build adjacent
to Extractors and Fabricators to receive a bonus.
T2PowerGenerator
The upgrade to the Power Generator, the Tech 2’s construction cost is
high. Construction of structures next to a Tech 2 Generator improves
the operating effciency of the adjacent structures.
T2MassExtractor
The Tech 2 Extractor is upgraded from the Mass Extractor or built by a
Tech 2 Engineer. This version is more costly to maintain, but results in
much faster Mass collection.
T3PowerGenerator “IonReactor”
The Ion Reactor is the best front-line Energy supply available.
Construction of structures next to an Ion Reactor improves the
operating effciency of the adjacent structures.
T3MassExtractor
The Tech 3 Extractor is upgraded from the Tech 2 Extractor or built by a
Tech 3 Engineer. This version is more costly to maintain, but results in
much faster Mass collection.
T3MassFabricator
The Mass Fabrication Facility produces a large amount of Mass at
an exorbitant Energy cost. Only an infrastructure with a tremendous
amount of Energy would be able to operate one of these facilities.
T3LandFactory
This is the upgrade to the Tech 2 Land Factory. This factory cannot be
upgraded any further. It can assist other factories.
T3AirFactory
This is the upgrade to the Tech 2 Air Factory. This factory cannot be
upgraded any further. It can assist other factories.
T3NavalFactory
This is the upgrade to the Tech 2 Naval Factory. This factory cannot be
upgraded any further. It can assist other factories.
Cybran reSourCe management
T1PowerGenerator
The Power Generator is a cheap, solid, stable source of Energy
generation. Power Generators can be linked to other structures, giving
the linked structure a small reduction in operating costs.
T1HydrocarbonPowerPlant
Deposits of hydrocarbon are a viable form of Energy. The HCPP is
much more effcient than a standard Power Generator.
T1EnergyStorage
The Energy Storage Unit increases the maximum Energy capacity of
a Commander’s economy. The ESU releases this Energy for either the
construction or operation of vital structures and units. Build adjacent
to Generators to receive a bonus.
T1MassExtractor
Mass is a valuable resource in the Infnite War and is mined by Mass
Extractors. The Tech 1 Extractor can be upgraded to a Tech 2 version.
C H A P T E R 7 C H A P T E R 7
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AeON ILLUMINATe
During humanity’s second great expansion into galactic space, Commander Trent Smith
of the Earth Empire led a group of scientists and colonists to Seraphim II, a planet
approximately fve times the size of Earth. Here, for the frst time, humanity encountered
intelligent alien life. Commander Smith, following previously untested protocols for
dealing with intelligent alien species, quarantined the planet and refused to allow any
outside communication so that Earth’s position would not be compromised.
As recorded in Smith’s log entries, he ordered the human colonists that were under
his command to meet the aliens—dubbed Seraphim, as their actual name was
unpronounceable by humans—with violence. The exact reasoning for his extreme reaction
is unknown.
Smith’s violent reaction prevented any real discourse between the two species.
However, the human colony’s biologist, Dr. Jane Burke, sought out and secretly
befriended the Seraphim. Others joined her and soon a small group of humans were
regularly visiting and learning from the Seraphim.
The Seraphim taught the humans advancements in Quantum and temporal mechanics.
More importantly, they introduced a philosophical viewpoint considered unimaginable
by human minds, a way of peace and love so advanced that it completely shifted their
perception of the universe.
After learning of Burke’s involvement with the aliens, Smith became convinced that she
had been brainwashed. He led the remaining Imperial colonists in a massive and suicidal
campaign to destroy the aliens and Seraphim II. Despite purported millennia of peace and
love by the Seraphim, the UEF forces were surprised to encounter strange, yet superior,
alien war machines.
Just before Smith’s forces fell to the superior might and numbers of the Seraphim’s
warrior monks, Smith’s scientists succeeded in engineering a strain of virus unlike
anything encountered on Seraphim II. The Seraphim were caught off guard and, despite
Dr. Burke’s best efforts, were only able to slow the deadly effects. With the entire
atmosphere saturated, not one Seraphim went unexposed.
During the last days between man and alien, the Seraphim decided to teach Burke as
much as possible about their ‘Way.’ In the middle of one lesson, Burke experienced a
vision of a galaxy torn apart; entire stars stripped of their resources and left to die, planets
destroyed, and more life needlessly lost than could be imagined. At that moment Burke
was convinced that the Seraphim’s “Way” was the only means to prevent the Empire from
destroying everything.
Over 100 years later, and after many Empire probes and expeditions to Seraphim space
were lost, a message made its way to Earth. The message was simple: The remaining
Seraphim II colonists, now calling themselves the Aeon Illuminate, invited the Empire to
embrace the teachings of the wise alien culture and to share in “something beautiful”.
As Burke’s visions predicted, the Empire refused to reply and sent military forces to
quarantine Seraphim II. In the eyes of the Aeon, the Empire’s destiny as deflers and
destroyers of worlds was sealed.
Cybran inteL
T1RadarSystem “Magno”
The base Cybran radar has limited range and armor, but is
exceptionally cheap to build. This system can be upgraded.
T1SonarSystem “Noah”
The Cybran’s sonar installation is very similar to the radar equivalent.
Serving as a cheap, short-range detection mechanism, the Noah does
its job well. This system can be upgraded.
T2RadarSystem
The Tech 2 Radar System is a long-range equivalent to the Tech 1
system. This Tech 2 Radar Installation can be upgraded from the Tech 1
version and upgraded into the Tech 3 Omni Sensor.
T2SonarSystem
This is a long-range equivalent to the Tech 1 Sonar System. This Tech 2
Sonar Installation can be upgraded from the Tech 1 version and into a
mobile variant.
T2StealthFieldGenerator “Twilight”
With this feld active, any units within its radius will not show up
on radar. The Twilight does nothing to shield a unit from optical
sensors, however.
T3SonarPlatform
The Tech 3 Sonar Platform is a mobile, long-range sonar system.
T3OmniSensorArray “Olympus”
The Omni Sensor Array is the ultimate in intelligence gathering. In
addition to a very long range, the Omni will also counter stealth
felds and other cloaking technology.
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A strong woman with an amazing amount of charisma. Princess Rhianne enjoys a great
deal of support among the Aeon. However, intercepts of Aeon communication signals
seem to indicate that Princess Rhianne is attempting to steer the Aeon in a new direction:
The emphasis is on establishing a lasting peace as opposed to cleansing. It remains to be
seen if that is a genuine, substantial shift, or merely Aeon propaganda.
Name:EvaluatorToth
Age: 72
Like most Aeon offcials, the life of Evaulator Toth
is classifed. In fact, even her frst name is unknown.
However, Aeon records indicate that the
Evaulator is the principle advisor to the Princess;
due to Toth’s age, it is estimated that she has advised
at least three Princesses. It is also believed that
Evaulator Toth personally selected the last two
Princesses, including current Princess Rhianne
Burke, although that cannot be confrmed.
Name: JaranMarxon
Rank: Avatar-of-War
Age: 51
One of the most feared men in the entire galaxy,
Avatar-of-War Marxon holds the highest military
rank in the Illuminate. No records exist concerning
Marxon’s life, although it is widely believed that he
originally studied to be a priest.
There is no question that Marxon’s military record is without peer: He was won more
battles than any other Aeon commander. Ruthless and devoid of mercy, Marxon kills
anyone who stands against him, even if they attempt to surrender.
aeon iLLuminate unitS & StruCtureS
T3SupportCommander SupportCommandUnit
This unit can continually rebuild and repair any unit or structure.
It is self-repairing and capable of traversing through large
bodies of water. The Support Commander is summoned
through a Quantum Gate.
T1LandScout “Spirit”
With fast speed and a capable weapon, the Spirit is a good
scout with decent frepower.
CuLture
The Aeon love grace, beauty and cherish esoteric peace. One can readily imagine this
relatively new culture living a monk-like, minimalist lifestyle. The average Aeon citizen
is soft-spoken, modest and internally disciplined. These are necessary traits inside of a
population with such intimate awareness of each other, and the teachings left behind by
the alien population are incredibly valuable in promoting a “harmonious existence.”
However, without the guidance of the original Seraphim, the Aeon are unable to fully
master The Way. As a result, the portents of the future are wrought with confusion and
blurriness. The only thing they “know” for certain is that if they fail, humanity
will destroy itself.
miLitary
The elegant lines and shapes of Aeon units underscore their foundation in purity and
beauty. Underneath the gleaming exterior, however, is the cruel machinery of destruction –
with weapons jutting out from their seamless hulls to devastate the enemy. This dichotomy
of beauty and cruelty is present throughout their design.
Aeon military units are often highly specialized to a single purpose, and they are more
likely to make use of sonic-based technologies, gravity weapons and specialized Quantum
effects. They tend to employ energy felds as a counter measure and expertly utilize the
otherwise tricky science of anti-matter as a tremendous power source, as well as in devices
that exploit its explosive properties. They are also known for their advanced mobility in
even the roughest terrain.
Aeon military tactics generally focus on overwhelming offensive maneuvers designed
to take down entire enemy strongholds as quickly as possible. Aided by the specialized
design of their units, they move in rapidly and achieve their goals with surprising speed.
Aeon soldiers are ascetic warriors whose Spartan-like training and lifestyle have prepared
them for the ordeals of cleansing human taint from the galaxy. Interestingly, most Aeon
military fgures are female. While they have compassion for their human brethren, the
Aeon realize that the other factions are not yet capable of voluntarily embracing a higher
way of life. Such being the case, they must be “cleansed” – eliminated from existence.
key aeon CharaCterS
Name: RhianneBurke
Rank: Princess of the Aeon Illuminate
Age: 27
Records concerning Princess Rhianne Burke are
highly classifed. What is known is that she was born
into a caste of seers and her lineage guaranteed that
she would be a strong candidate to ascend the throne.
When the previous Princess Miranda Burke, retired,
Princess Rhianne assumed the throne with a great
deal of fanfare.
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T2MobileShieldGenerator “Asylum”
The Asylum employs a combination of electromagnetic and kinetic
generators to create a shield around a large area. It is generally used
to provide additional protection for ground assaults.
T3SiegeAssaultBot “Harbinger”
The Harbinger features a High Intensity Laser as well as a simplifed
Reclamation and Repair system that allows the unit to reclaim Mass in
the feld and repair other units.
T3MobileHeavyArtillery “Serenity”
The Aeon’s mobile heavy artillery delivers incredible damage at
extremely long ranges. The Sonance Feedback Shell detonates and
starts a chain reaction in a small area of effect.
T4-XSacredAssaultBot “GalacticColossus”
The Colossus carries a Phason Laser that incinerates nearby units. It
also uses gravity claws to pull in nearby enemy units.
T1AirScout “Mirage”
In keeping with the Aeon philosophy of simple, single purpose
units, the Mirage is little more than a highly guidable missile with an
advanced optical sensor suite.
T1Interceptor “Conservator”
This Interceptor forgoes extra systems for focused frepower against
air targets. The Conservator’s Sonic Pulse Battery is ideally suited for
dog fghting enemy aircraft.
T1AttackBomber “Shimmer”
The Shimmer releases a single, highly explosive Chrono Bomb. A
residual temporal feld remains for a few moments after the bomb’s
detonation, briefy freezing enemy units.
T1LightAssaultBot “Flare”
These incredibly fast bots are designed for pure damage. The
Short-Range Sonic Pulsar mounted on each arm fres fan-shaped,
focused sound waves that permeate and disrupt solid matter.
T1LightTank “Aurora”
The Aurora has extremely light armor, though it has excellent
range and damage. Luckily for the other factions, the Aurora’s
Disruptor Cannon has a very slow rate of fre.
T1MobileLightArtillery “Fervor”
The Fervor makes up for its lack of accuracy by covering a target area
with dozens of shells. These shells have a very small detonation radius,
but deliver an incredible punch.
T1MobileAnti-AirGun “Thistle”
The Thistle sports a fast fring sonic pulse battery. This weapon is
designed to disrupt the lighter armor found on aircraft and cause
critical structural damage.
T2HeavyTank “Obsidian”
The Obsidian utilizes a Quantum Cannon, a powerful, yet slow-fring
weapon. All Obsidians feature a Tachyon Shield Generator which, when
active, generates a shield around the unit.
T2MobileMissileLauncher “Evensong”
Featuring a ‘Serpentine’ Tactical Missile Rack, the Evensong is effective
out to medium ranges, but does relatively light damage, necessitating
several shots to destroy a target.
T2MobileFlakArtillery “Ascendant”
The Ascendant is armed with a Temporal Anti-Air Fizz Launcher. This
device creates a ‘bubble’ that damages the enemy on a Quantum level,
causing the target to tear itself apart.
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T4-XFlyingFortress “CZAR”
The CZAR’s most fearsome weapon is the large Quantum Beam
Generator mounted in the center of the unit. If that wasn’t enough, the
CZAR can carry an entire wing of aircraft.
T1Frigate “Beacon”Class
The Beacon is the mainstay of the Aeon navy. Its radar and sonar
capability make it a must for inclusion in naval battle groups.
T1AttackSubmarine “Sylph”
The Sylph is a focused ship hunter. It carries two standard Aeon
Chrono Torpedos and is equivalent in performance to the other
faction’s attack subs.
T1AttackBoat “Shard”
The Shard provides anti-air support for the Aeon feet. It carries the
standard Aeon Anti-Air Sonic Pulse Battery. The Shard sacrifces armor
for additional speed.
T2Cruiser “Infinity”Class
Designed to provide excellent anti-air protection, the Infnity comes
equipped with two Surface-to-Air ‘Zealot’ Missile Launchers and a
Dual Barreled Quantum Cannon for direct fre support.
T2Destroyer “Exodus”Class
Built for direct fre support and sub hunting, the Exodus carries
an Oblivion Cannon, as well as a variety of anti-sub and
anti-torpedo weapons.
T3Battleship “Omen”Class
The Omen carries three Oblivion Cannons, which despite their slow
rate of fre, are still devastating weapons. Two “Will-O-Wisp” Anti-
Missile Flares offer some protection against tactical missiles.
T1LightAirTransport “Chariot”
This minute transport is designed to carry a very small task force of
bots and/or tanks. It is very fast, but lacks the cargo capacity, armor
and weapon fre of its heavier counterpart.
T2Gunship “Specter”
This rotorcraft has a Quad–Barreled Light Laser mounted on its
underside. This weapon does light damage but has an incredibly fast
rate of fre.
T2TorpedoBomber “Skimmer”
The Aeon torpedo bomber drops a payload of Harmonic Depth
Charges, which home in on their target and explode, disrupting the
integrity of the ship’s hull and causing structural damage.
T2AirTransport “Aluminar”
The Aluminar is a mobile air transport. It is designed to carry a small
task force of bots and/or tanks. It has much heavier armor than the
Chariot and carries Sonic Pulse Batteries.
T3SpyPlane “Seer”
The Aeon’s top of the line mobile intelligence unit is the Seer. Though
it lacks sonar capability, it has good fight range and large optical and
radar coverage.
T3Air-SuperiorityFighter “Corona”
The Corona is the frst attempt to integrate Seraphim technology into
an Aeon unit. The Corona’s Quantum Displacement Autocannon fres a
bursting shell, much like fak.
T3StrategicBomber “Shocker”
Shockers drop a single Quark Bomb. These bombs have a small
detonation radius but infict considerable damage. The Shocker can
also deploy a Decoy Flare that can distract enemy targeting computers.
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T2PointDefense “Oblivion”
The Oblivion, named for the Oblivion Cannon it uses, is a heavily
armored defensive tower. The Aeon Oblivion Cannon is a slow,
devastating weapon with area-of-effect damage.
T2Anti-AirFlakArtillery
Rather than using standard fak, the Aeon utilize a Temporal Anti-Air
Fizz Launcher. This device creates a ‘bubble’ that damages the target
on a Quantum level, causing the target to tear itself apart.
T2TacticalMissileDefense “Volcano”
The Volcano utilizes the Will-O-Wisp tactical missile fare that pulls
incoming projectiles towards it where it safely detonate the incoming
missile or rocket. It can be built on water.
T2TorpedoLauncher
An up-armored version of the Tech 1 Torpedo Launcher, the Tech 2
version is equipped with a Chrono Torpedo Pack Launcher.
T2ShieldGenerator “ShieldofLight”
The Shield of Light is the Aeon version of the shield. It employs a
combination electromagnetic and kinetic generator to defeat incoming
missiles and other ordinance.
T3Anti-AirSamLauncher “Transcender”
Unlike other anti-aircraft systems, this weapon fres a single Zealot
missile at its target. When constructed over water, this SAM launcher
is built on a fotation platform.
T3StrategicMissileDefense “Patron”
The Patron is designed to destroy incoming strategic missiles before
the missile reaches its target. This launcher can store fve missiles. The
Patron must be ordered to build its defensive missiles.
T3AircraftCarrier “Keefer”Class
The Keefer can hold several squadrons of aircraft and refuel and repair
any craft that lands. It has no offensive armaments, but does have a
pair of Zealot Surface-to-Air Missile Launchers.
T3StrategicMissileSubmarine “Silencer”
The Silencer is a submersible missile platform. Its primary arsenal is
an array of Serpentine tactical missiles. The Silencer can reft two of its
cruise missiles with a strategic warhead.
T4-XSubmersibleBattleship “Tempest”
The Tempest can attack with Heavy Chrono Torpedo Launchers.
Surfacing gives the unit access to a single Oblivion cannon. It also has
the ability to construct a light support feet in the feld.
T1PointDefense “Erupter”
The standard ground defense for civilian and secondary military
outposts, the Erupter features a Graviton Projector that provides
ample defense without draining the local economy.
T1Anti-AirPulseBattery “Seeker”
The Seeker employs the standard Aeon Anti-Air Pulse Battery for anti-
air defense rather than a direct fre weapon. When built over water, the
Seeker is ftted with a fotation platform.
T1TorpedoLauncher “Tide”
A cheap, effective naval defense, the Tide utilizes the standard Aeon
Chrono Torpedo Tube housed in a lightly armored tower. It can only be
built on water.
T1WallSection
Like the other factions, the Aeon employ modular wall pieces to protect
their structures from unwanted intrusion and direct weapons fre.
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aeon iLLuminate ConStruCtion
T1Engineer
The Engineer is a construction, repair, capture and reclamation unit. It
is amphibious and can create naval facilities. Sacrifcing it during the
construction process will add instant build value.
T1LandFactory
The Land Factory creates the initial mobile units necessary to wage a
war. The factory is outftted to create only land-based units. The factory
can be upgraded to Tech 2 and can assist other factories.
T1AirFactory
The Air Factory creates the initial mobile units necessary to wage a
war. The factory is outftted to create only air-based units. The factory
can be upgraded to Tech 2 and can assist other factories.
T1NavalFactory
The Naval Factory creates the initial mobile units necessary to wage a
war. The factory is outftted to create only naval units. The factory can
be upgraded to Tech 2 and can assist other factories.
T2Engineer
This is the upgraded version of the Tech 1 Engineer and is capable of
building more complex structures. It is built at a Tech 2 factory.
T2LandFactory
This is the upgrade to the Tech 1 Land Factory. This factory can be
upgraded to Tech 3, which gives it access to advanced unit patterns. It
can assist other factories.
T2AirFactory
This is the upgrade to the Tech 1 Air Factory. This factory can be
upgraded to Tech 3, which gives it access to advanced unit patterns. It
can assist other factories.
T3HeavyShieldGenerator “Radiance”
An upgrade to the Shield of Light, the Radiance can absorb more
damage and has a larger radius of protection.
T2ArtilleryInstallation “Miasma”
An emplaced artillery piece, the Miasma is named after its munition,
the Miasma Shell, which does incredible damage.
T2TacticalMissileLauncher
This weapon can construct and store up to eight missiles. The missiles
cause “burst” damage and have a decent sustained fre. The unit must
be ordered to construct its missiles.
T2AirStagingFacility “Cradle”
The Cradle is a complete refueling and repair platform that is designed
to extend the effective range of aircraft.
T3HeavyArtilleryInstallation “Emissary”
The Aeon’s highest tier artillery fres Sonance Feedback Shells
that wreak incredible damage at extremely long ranges and with
phenomenal accuracy, but at a reduced rate of fre.
T3StrategicMissileLauncher “Apocalypse”
This missile launcher can construct and store fve Quantum Distortion
Warheads. These warheads provide for overwhelming, long-range
frepower. The unit must be ordered to construct its missiles.
T3QuantumGateway “Portal”
The Portal can summon a Support Commander to the battlefeld.
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T1EnergyStorage
The Energy Storage Unit increases the maximum Energy capacity of
a Commander’s economy. The ESU releases this Energy for either the
construction or operation of vital structures and units. Build adjacent to
Generators to receive a bonus.
T1MassExtractor
Mass is a valuable resource in the Infnite War and is mined by Mass
Extractors. The Tech 1 Extractor can be upgraded to a Tech 2 version.
T1MassFabricator
The Mass Fabricator is an ingenious system for converting pure Energy
into usable Mass. The Energy costs are immense, so it is only viable
when little or no Mass is available.
T1MassStorage
The Mass Storage Unit increases the maximum Mass capacity of
a Commander’s economy. The MSU dispenses the Mass for the
construction or operation of vital structures and units. Build adjacent to
Extractors and Fabricators to receive a bonus.
T2PowerGenerator
The upgrade to the Power Generator, the Tech 2’s construction cost is
high. Construction of structures next to a Tech 2 Generator improves
the operating effciency of the adjacent structures.
T2MassExtractor
The Tech 2 Extractor is upgraded from the Mass Extractor or built by a
Tech 2 Engineer. This version is more costly to maintain, but results in
much faster Mass collection.
T3PowerGenerator “QuantumReactor”
The Quantum Reactor provides the best front-line Energy supply.
Construction of structures next to a Quantum Reactor improves the
operating effciency of the adjacent structures.
T2NavalFactory
This is the upgrade to the Tech 1 Naval Factory. This factory can be
upgraded to Tech 3, which gives it access to advanced unit patterns. It
can assist other factories.
T3Engineer
This is the upgraded version of the Tech 2 Engineer and is capable of
building the most complex structures. This is the only Engineer that
can build Experimental units. It is built at a Tech 3 factory.
T3LandFactory
This is the upgrade to the Tech 2 Land Factory. This factory cannot be
upgraded any further. It can assist other factories.
T3AirFactory
This is an upgrade to the Tech 2 Air Factory. This factory cannot be
upgraded any further. It can assist other factories.
T3NavalFactory
This is an upgrade to the Tech 2 Naval Factory. This factory cannot be
upgraded any further. It can assist other factories.
aeon iLLuminate reSourCe management
T1PowerGenerator
The Power Generator is a cheap, solid, stable source of Energy
generation. Power Generators can be linked to other structures, giving
the linked structure a small reduction in operating costs.
T1HydrocarbonPowerPlant
Deposits of hydrocarbon-containing natural resources are a viable
form of Energy. The HCPP is much more effcient than a standard
Power Generator.
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T3SonarPlatform
The Sonar Platform is a mobile equivalent to the long range sonar
system. It also houses a series of anti-torpedo launchers. This Tech 3
Sonar Installation can be upgraded from the Tech 2 version.
T3OmniSensorArray
The Omni Sensor Array is the ultimate in intelligence gathering. In
addition to a very long range, the Omni will also counter Stealth Fields
and other cloaking technology.
T3MassExtractor
The Tech 3 Extractor is upgraded from the Tech 2 Extractor or built by
a Tech 3 Engineer. This version is more costly to maintain, but results
in much faster Mass collection.
T3MassFabricator
The Mass Fabrication Facility produces a large amount of Mass at
an exorbitant Energy cost. Only an infrastructure with a tremendous
amount of Energy would be able to operate one of these facilities.
aeon iLLuminate inteL
T1RadarSystem
The base radar has a limited range and armor, but is exceptionally
cheap to build. This system can be upgraded for longer ranges
and other abilities.
T1SonarSystem
The Aeon’s sonar installation is very similar to the radar equivalent.
This system can be upgraded for longer ranges and other abilities.
T2RadarSystem
The Tech 2 Radar System is a long-range equivalent to the Tech 1
system. This Tech 2 Radar Installation can be upgraded from the Tech 1
version and upgraded into the Tech 3 Omni Sensor.
T2SonarSystem
This is a long-range equivalent to the Tech 1 Sonar System. This Tech 2
Sonar Installation can be upgraded from the Tech 1 version and into a
mobile variant.
T2StealthFieldGenerator
The Stealth Field Generator covers a decent area with an advanced
radar-jamming feld. This feld masks the presence of any units in it
from the radar, but has no effect on line-of-sight.
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hOST CUSTOM GAMeS
When you elect to host a custom game, you choose all of the game’s criteria – for example,
the victory conditions, the map and the number of players you will host. Click Host Custom
Game to get started – the frst step is choosing a name for your game. After that, you will
enter the Supreme Commander game lobby, where you can choose your settings and start
the game when you are ready.
jOIN CUSTOM GAMeS
You can review a list of games to join, sorting them by various criteria, such as the number
of players, the map, etc. Left-click on the game’s name from the list and click Join Game, or
double click on the game’s name, to enter the game’s lobby.
RANkeD GAMeS
Supreme Commander’s online service provides anonymous matchmaking, allowing
players of similar rankings and skill levels to locate and battle against one another. To get
started, click the Play Ranked Game button and choose your search options – setting map
preferences (setting thumbs up, thumbs down or neutral for each map) and choosing
a faction. Once complete, the system will begin searching for a suitable player based
on both players’ ratings and choice of options. Once a match is found, both players are
prompted to start the game.
Ranked Games use the game’s default options and victory conditions, and the online
service automatically selects a map based on each player’s stated preferences – neither
player can specifcally choose the map before the game. Ranked Games are anonymous –
you will not know your opponent before the game begins – opponents are merely selected
from among the pool of available players and matched accordingly.
ARRANGeD TeAM GAMeS
Arranged Team Games allow you and your chosen friends to locate and challenge other
teams of players in ranked team games. Click Arranged Team Games to get started
and invite players to join your team. Once your team is assembled, the service will
automatically match you with a similarly skilled team.
RANkINGS, RATINGS & LADDeRS
Supreme Commander’s online service automatically tracks wins, losses, draws and other
statistics and provides offcial Supreme Commander rankings for each player based on
their performance in Ranked Games and Arranged Team Games. The rankings are based
on modifed ELO ratings, which are similar to chess ratings. In a nutshell, if you win games,
you will receive a higher rating, and if you lose games, your rating will fall. Moreover, if
Supreme Commander offers support for both multiplayer and skirmish games. You can
access both modes of play through the Main Menu, and they share several key features.
(Additional multiplayer information is provided later in this chapter.)
These are the basics you’ll need to know to play either mode. All of these options can be
toggled by the game’s host.
viCtory ConditionS
Assassination: Destroy the enemy’s Commander
Annihilation: Destroy the enemy’s units
Supremacy: Destroy the all of the enemy’s structures, Engineers and Commanders
fog of War
Explored: The terrain is mapped
Unexplored: The terrain is unexplored
None: Full vision across the map
unit Cap
Determines the maximum number of units each player can command.
Note: In multiplayer games, all players must press the Ready button before the game can
start. This is not required in skirmish games.
ONLINe MULTIPLAyeR SeRvICe
Supreme Commander’s free online multiplayer service is automatically installed when
you install Supreme Commander. This service lets you battle opponents from around the
world, host and fnd games, save a friends list, build a clan and track your progress with
free, built-in rankings and ladders.
To start playing online, simply click Multiplayer from the game’s Main Menu. The game’s
online service will launch.
The frst step to playing Supreme Commander multiplayer is creating an account – for
that, you’ll need to select an account name (which will be the same as your in-game name,
so make sure you choose a name you’ll be happy with), a valid e-mail address and your
Supreme Commander CD key.
Once you have logged onto the multiplayer service, you can jump right into the action.
C H A P T E R 8 C H A P T E R 8
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you defeat higher-rated opponents or lose to lower-rated opponents, your rating will rise or
fall faster, depending on your performance.
The online service also allows players to challenge one another via offcial Supreme
Commander ladders that challenge players to “climb the ladder” by winning ranked
games. Ladders and ratings are updated live as games occur.
ChAT ChANNeLS & PRIvATe MeSSAGeS
Besides handling matchmaking, Supreme Commander’s online service lets users easily
chat with one another and even create their own private chat rooms. To join chat, simply
click the Chat button. To create your own chat room, type /join “room name” (no quotes)
into the chat-text entry feld. If you know of a private room name, you can enter it by typing
/join “room name” (no quotes) to enter that specifc room. You can always see a list of
available chat commands in any room by entering a slash (/) in the text-entry feld.
You can also send IM-style private messages to any other player by right-clicking on their
name and choosing Send Private Message. Private messages are opened in a separate
window, allowing you and the message recipient to chat privately.
FRIeNDS & CLANS
The online service allows all players to keep a friends list so you can keep track of buddies
and see when they are online. All players can also create their own clan and invite others
to join their clan. Clans have several benefts, including their own persistent chat room
open to clan members only.
LAN GAMeS
To play a multiplayer game over a local area network, click Multiplayer > LAN > Host from
the game’s main menu. You will be prompted to choose a name for yourself, which will
appear within the game and the game lobby. As the game’s host, you will enter the game’s
lobby, where you can set the game options (e.g., map, victory conditions, etc).

To join a LAN game, simply choose a name for yourself, highlight an available game on the
list and click Join. You will automatically enter the game lobby, where you can choose your
color and faction, and signal your readiness to play.
For information on additional multiplayer functionality, please refer to the README.txt fle.
Data-Link: aLL upDates to supreme CommanDer are hanDLeD through
the onLine serviCe. When you Log in to the serviCe, it WiLL automatiCaLLy
sCan your fiLes anD matCh those against the Current version. if an
upDate is avaiLabLe, it WiLL automatiCaLLy DoWnLoaD anD instaLL.
the Supreme
Commander team
Design
Lead designer / Creative director
Chris Taylor
Senior designer
Bradley Rebh
ai designer
John Comes
Campaign designer
Jason Janicki
designer
Evan Pongress
engineering
Lead engineer
Jon Mavor
Lead architect
Jeff Petkau
Senior engineers
Bob Berry
William Howe–Lott
Daniel Teh
Chris Blackwell
graphics and tools engineer
Ivan Rumseyt
Balance
balance and tuning Lead
Jacob McMahon
balance and tuning
Mike Marr
balance production assistant
Eric Williamson
ProDuction
executive producer
Kent McNall
producer
Gary Wagner
associate producer
Jeremy Ables
assistant producer /
Content engineering
Marc Scattergood
associate producer
mission briefings / fmv
Evan Pongress
production & Content Coordinator
David Kirwan
ui Scripter /
production assistant
Ted Snook
production and
additional design
Jason Ernsdorff
production assistant
Damian Smolko
production assistants / art
Audrey Cox
William S. Snoey
Jen Coig
content engineering
Lead Content engineer
John Comes
Content engineering manager
Matt Mahon
Content engineer /
mission Systems
Dru Staltman
Content engineer /
Lead visual effects
Gordon Duclos
Content engineers
Jessica St. Croix
David Tomandl
Andres Mendez
Content engineer / visual effects
Chris Gorski
Mission scriPting
Jessica St. Croix
David Tomandl
Dru Staltman
Matt Mahon
Brian Fricks
Christopher Burns
Ruth Tomandl
Grant Roberts
auDio
Sound designer / audio director
Frank Bry
associate Sound designer
Howard Mostrom
original music Score by
Jeremy Soule
www.jeremysoule.com
art Direction
Kevin Pun
Steven Thompson
art ProDuction
Manager (gPg)
Mike Swanson
art ProDuction
Manager
Carlos Naranjo
Jim Miller
concePt art
TJ Frame
Rob Johnson
Mark Post
Sung Campbell
Paul Brandl
Steven Thompson
Morien Thomas
Lex Story
Vic Bonilla
units MoDels
anD textures
Marcus Ghaly
Sung Campbell
Jonathan Albert
Paul Brandl
Vic Bonilla
Lex Story
Morien Thomas
Rory Young
Kevin Dalziel
Nick Heitzman
ui anD online
Visualization
Mark Forrer
aDDitional ui art
Jay Vidheecharoen
Mission Briefing, HuD
art anD aniMation
Jonathan Cooper
Chandana Ekanayake
Audrey Cox
Jen Coig
Damian Smolko
terrain anD ProPs
John Baron
Ian Walker
Christopher Burns
Morien Thomas
Rory Young
cineMatics Direction
Steven Thompson
Evan Pongress
cineMatics
tecHnical Director
James Haywood
cineMatics
Cinematic Lead
Steve Thompson
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C R E D I T S
Cinematic artists
Ethan Walker
Richard Green
Morien Thomas
Lex Story
Vic Bonilla
Sung Cambell
Jonathan Albert
aDDitional art
TJ Frame
Ryan Duncan
Ian Farnsworth
Jason Zayas
Jason Robertson
John Gronquist
test
test Lead
Paul Dahlke
multiplayer Lab
Daniel Buehner
testers
Bassama Algusane
Brandon Anthony
Aaron Christensen
Chris Daroza
Shawn O’Donnell
Micah Jelmberg
Writers
Jason Janicki
Evan Pongress
Bradley Rebh
William Harms
aDDitional Writing
Pete Gardner
Loren Coleman
Neal Hallford
aDDitional Design
multiplayer map designer
Brett Johnson
aDDitional engineering
Shanon Drone
Mike Biddlecombe
Elijah Emerson
Chad Queen
James Loe
Manual
William Harms
gas PoWereD gaMes
Ceo
Chris Taylor
president
Kent McNall
vp operations
Jacob McMahon
vp technology
Bartosz Kijanka
Senior technologist
Mike Biddlecombe
Controller
Daria Taylor
Support
Greg Stackhouse
Logistics
Dave Timoney
executive assistant
Lisa Thompson
HuMan resources
director of hr
Michelle Hippe
hr Coordinator
Kim Aue
it
it manager
Brian Koloszyc
desktop Support technician
Colleen Parker
it tech Support
Jacob Hopkins
online MultiPlayer
producer
Frank Rogan
Senior engineer
Sam Demulling
engineer
Tye Jones
Contract engineer
Stephen Yu
artist
Jay Vidheecharoen
Web designer
Martin Peterson
ntt neW tecHnology
anD tools grouP
vp engineering
Bartosz Kijanka
Senior engineer
James Loe
Senior engineer
Mike Biddlecombe
Senior engineer
Chad Queen
Software engineer
Elijah Emerson
tools engineer
Marsh Macy
Jr. Software engineer
Jason Bolton
gPg Marketing
brand manager
Todd Lubsen
marketing
Jeremy Snook
marketing Coordinator
Paul Levy
editorial manager
William Harms
Webmaster
Martin Petersen
artist
Jay Vidheecharoen
gpg Store
Aimee Rickerson
Voice ProDuction

PcB Productions
Voice Direction
Keith Arem
Marcie Finnila (GPG)
Voice casting
Gary Wagner
William Harms
recorDing facilities
PCB Productions -
Los Angeles, CA
Signatory Services
Digital Synapse
Vo ProDuction
coorDinator
Valerie Arem
Dialog eDitorial
Jesse Kovarovics
Jamie Vance
Byron Evora
Voice actors
Jack Angel
Valerie Arem
Dave Boat
C R E D I T S
Robin Atkin Downes
Richard Epcar
Barbara Goodson
Kyle Herbert
Kirk Thornton
Yuri Lowenthal
David Markus
Michael McConnohie
Mary Elizabeth McGlynn
Peggy O’Neal
Tara Platt
Kirsten Potter
Jamieson Price
Phil Proctor
Victor Raider-Wexler
Isaac C. Singleton Jr.
Karen Strassman
Jessica Straus
Courtenay Taylor
Armando Valdez
Kari Wahlgren
Dave Wittenberg
sPecial tHanks
bankers
Debra Hauser
Robin Rosa
attorneys
Patrick Sweeney
Dirk Bartram
accountants
Denise Lawson
Linda Towne
nvidia
Rex Sikora
Peter Young
Sarah Tariq
Cem Cebenoyan
ati
Guennadi Riguer
Alison Kelly
Mark Thomas
intel
Doraisamy Ganeshkumar
Paul Lindberg
microsoft
Ric Neil
Peter R Gardner
Jordan Weismann
Ed Fries
Mark Surfas
Dan Kelly
Gary McNall
Greg McNall
Doug Rickerson
the pCb gang
Jason Willig
Guillem Faura
Lance Sun
Joel Pryde
Chris Hargrove
Deane McGahan
Dream Smith
Noelle Bennett
Christian Piccolo
in MeMory of
Derek Allder
Dorothy Hunt
Vicki Wagner Miller
H. Robert Berry Sr.
Ronald James Rumsey
James A. Kazokas

tHQ inc.
ProDuct DeVeloPMent
director of project management
Jeffrey Brown
associate project manager
Michael Bilodeau
director of Creative management
Sean Dunn
associate Creative manager
David Langeliers
production Coordinator
Galen Paolini
Senior vice president,
product development
Steve Dauterman
vice president,
product development
Richard Browne
Senior global
Localization manager
Amy Small
european Localisation director
Susanne Dieck
european Localisation engineer
Bernd Kurtz
european Localisation technician
Andreas Herbertz
Business DeVeloPMent
Senior vice president,
business development
Gary Rosenfeld
vice president,
business development
Tim Campbell
director, business
development (europe)
Andrew Walker
Quality assurance
director, quality assurance
Monica Vallejo
Qa Managers
Mario Waibel
Michael Motoda
test suPerVisor
David Sapienza
test leaDs
Chris Shanks
Jonathan Bloch
Steven Kitchens
testers
Adam Blais
Ali Taher
Brent Uttal
Brett Danek
Brillmond Tan
Bryan Berri
Carlos Aguilar
Casey Letwinch
Dan Nelson
David Andorka
Dawn Owens
Dennis Gatmaitan
Dewey DeShong
Dustin Wiemer
Evin Fiorentine
Genady Bragarnik
James Ritchie
John Schwabl
Jose Castaneda
Julian Sanchez
Kayron Moore
Kevin Waters
Lauren Peck
Logan DeMelt
Mailk Aziz
Matt Furnivall
Matt Roussotte
Matthew Oldfeld
Megan Lane
Natasha Clarke
Peter Guerrero
Peter La
Robert Cota
Robert LeBeau
Rory O’Donnell
Ruben Gonzalez
Ryan Johnson
Simon Castillo
Trevor Fong
Tyler Knight
Will Savard
William Cho
Willis Kemp
Witt Yao
Pc suPerVisor
Jim Krenz
Qa tecHnicians
Richard Jones
David Wilson
Michael Zlotnicki
Mastering laB
tecHnicians
Glen Peters
Anthony Dunnet
T. Ryan Arnold
Heidi Salguero
GB GO
LIMITED WARRANTY
Warranty and Service Information
In the unlikely event of a problem with your product (“Product”), you may only need simple instructions to correct the problem.
Please contact the THQ Inc. (“THQ”) Customer Service Department at (818) 880-0456 or on the web at http://www.thq.com before
returning the Product to a retailer. Live Customer Service Representatives are available to help you Monday through Friday 9am to
5pm PST or you can use our automated systems by phone or on the web 24 hours a day, 7 days a week. Please do not send any
Product to THQ without contacting us frst. Your 5 digit Product Code is 49305. Please use this code to identify your Product when
contacting us.
Limited Warranty
THQ warrants to the best of THQ’s ability to the original consumer purchaser of the Product that the medium on which the Product is
recorded shall be free from defects in materials and workmanship for a period of ninety (90) days from the original date of purchase.
The Product is sold “as is,” without express or implied warranty of any kind, and THQ is not responsible for any losses or damages
of any kind resulting from use of this Product. If a defect occurs during this ninety (90) day warranty period, THQ will either repair
or replace, at THQ’s option, the Product free of charge. In the event that the Product is no longer available, THQ may, in its sole
discretion, replace the Product with a Product of comparable value. The original purchaser is entitled to this warranty only if the date
of purchase is registered at point of sale or the consumer can demonstrate, to THQ’s satisfaction, that the product was purchased
within the last ninety (90) days.
To receive warranty service:
Notify the THQ Customer Service Department of the problem requiring warranty service by calling (818) 880-0456 or on the web at
http://www.thq.com. If the THQ service technician is unable to solve the problem by phone or on the web via e-mail, he will authorize
you to return the Product, at your risk of damage, freight and insurance prepaid by you, together with your dated sales slip or similar
proof-of-purchase within the ninety (90) day warranty period to:
THQ Inc.
Customer Service Department
29903 Agoura Road
Agoura Hills, CA 91301
THQ is not responsible for unauthorized returns of Product and reserves the right to send such unauthorized returns back to customers.
This warranty shall not be applicable and shall be void if: (a) the defect in the Product has arisen through abuse, unreasonable
use, mistreatment or neglect; (b) the Product is used with products not sold or licensed by THQ (including but not limited to, non-
licensed game enhancement and copier devices, adapters and power supplies); (c) the Product is used for commercial purposes
(including rental); (d) the Product is modifed or tampered with; (e) the Product’s serial number has been altered, defaced or removed.
Repairs after Expiration of Warranty
After the ninety (90) day warranty period, defective Product may be replaced in the United States and Canada for US$15.00.
The original purchaser is entitled to the replacement of defective Product for a fee, only if proof of purchase is provided to THQ.
Make checks payable to THQ Inc. and return the product along with the original proof of purchase to the address listed above.
Warranty Limitations
THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES AND REPRESENTATIONS. NO OTHER WARRANTIES OR
REPRESENTATIONS OR CLAIMS OF ANY NATURE SHALL BE BINDING ON OR OBLIGATE THQ. ANY APPLICABLE IMPLIED
WARRANTIES OR REPRESENTATIONS, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE ARE HEREBY LIMITED TO NINETY (90) DAYS FROM THE DATE OF PURCHASE AND ARE SUBJECT TO THE CONDITIONS
SET FORTH HEREIN. IN NO EVENT SHALL THQ BE LIABLE FOR CONSEQUENTIAL OR INCIDENTAL DAMAGES RESULTING
FROM THE BREACH OF ANY EXPRESS OR IMPLIED WARRANTIES.
The provisions of this warranty are valid in the United States only. Some states do not allow limitations on how long an implied
warranty lasts or exclusion of consequential or incidental damages, so the above limitations and exclusions may not apply to you. This
warranty gives you specifc legal rights, and you may also have other rights, which may vary, from state to state.
Warning
Copying of this Product or any of its contents or elements is illegal and is prohibited by United States and international copyright
laws. Back-up or archival copies of this Product or any of its contents or elements are not authorized and are not necessary to protect
your Product. United States and international copyright laws also protect this manual and other printed matter accompanying this
Product. Violators will be prosecuted.
W A R R A N T Y
reMastering Project
Manager
Charles Batarse
DataBase
aDMinistrator
Jonathan Gill
DataBase aPPlications
engineer
Brian Kincaid
gaMe eValuation teaM
Scott Frazier
Matt Elzie
Eric Weiss
Chris Emerson
HuMan factors
Design sPecialist
Ray Kowaleski
Qa oPerations
coorDinator
Steve Nelson
Hr generalist
Eve Waldman
Marketing
Senior vice president,
Worldwide marketing
Bob Aniello
director, global
brand management
Kevin Kraff
global brand managers
Georgina Verdon
Tim Henry
vice president, Communications
Liz Pieri
public relations manager
Rob Cassel
associate public
relations manager
Craig Mitchell
director, Creative Services
Howard Liebeskind
Creative Services manager
Kirk Somdal
video production manager
Christopher Folino
video production Coordinator
Melissa Rivas
executiVe staff
executive vice president,
Worldwide publishing
Kelly Flock
executive vice president,
Worldwide Studios
Jack Sorensen
Packaging anD
Manual Design
Concept Arts
legal
executive vice president,
business & Legal affairs
Jim Kennedy
director, business &
Legal affairs
Brandy A. Carrillo
Lettgal department Specialist
Jenni Carlson
Contracts Specialist
Deborah Fingerman
sPecial tHanks
Ryan Rothenberger
Steve Spagnolo
Jessica Peters
C R E D I T S
Windows and the Windows Vista Start button are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries.
hotkeyS
repair r
reCLaim e
patroL p
attaCk a
Capture C
Stop S
dive d
ferry f
guard/aSSiSt i
tranSport u
unit pauSe z
SuiCide SeLeCted unitS CtrL-k
attaCk move CtrL+aLt+right
LaunCh taCtiCaL miSSiLe L
nuke n
CyCLe fire State LeftbraCket
move m
zoom in q
zoom out W
zoom in faSt Shift-q
zoom out faSt Shift-W
traCk unit t
traCk unit on minimap CtrL-Shift-t
traCk unit on 2nd SCreen CtrL-aLt-t
reSet Camera v
go to Commander Comma
go to idLe engineer period
Camera rotate at ground LeveL SpaCebar
reCaLL group 1 1
reCaLL group 2 2
reCaLL group 3 3
reCaLL group 4 4
reCaLL group 5 5
reCaLL group 6 6
reCaLL group 7 7
reCaLL group 8 8
reCaLL group 9 9
reCaLL group 10 0
Set group 1 CtrL-1
Set group 2 CtrL-2
Set group 3 CtrL-3
Set group 4 CtrL-4
Set group 5 CtrL-5
Set group 6 CtrL-6
Set group 7 CtrL-7
Set group 8 CtrL-8
Set group 9 CtrL-9
Set group 10 CtrL-0
SeLeCt aLL air unitS CtrL-a
SeLeCt aLL navaL unitS CtrL-S
SeLeCt aLL Land unitS CtrL-L
SeLeCt aLL engineerS CtrL-b
SeLeCt neareSt idLe engineer aLt-period
CyCLe through idLe engineerS period
SeLeCt Commander aLt-Comma
SeLeCt aLL unitS and buiLdingS CtrL-X
SeLeCt aLL unitS and buiLdingS on SCreen CtrL-C
SeLeCt aLL engineerS on SCreen CtrL-period
SeLeCt aLL faCtorieS on SCreen CtrL-h
SeLeCt neareSt faCtory h
SeLeCt neareSt Land faCtory CtrL-Shift-L
SeLeCt neareSt air faCtory CtrL-Shift-a
SeLeCt neareSt navaL faCtory CtrL-Shift-S
open the eSCape menu eSC
toggLeS the ui on / off CtrL+aLt+f1
toggLeS Life barS on / off aLt-L
toggLe miLitary overLay CtrL-W
toggLe defenSe overLay CtrL-e
toggLe eConomy overLay CtrL-r
toggLe inteL overLay CtrL-t
rename unit CtrL-n
SpLit SCreen on home
SpLit SCreen off end
SCroLL up through Chat hiStory (by page) pageup
SCroLL doWn through Chat hiStory (by page) pagedoWn
aLLied Chat (defauLt) enter or Shift+enter
(then SeLeCt aLLied button)
gLobaL Chat (aLL) enter or Shift+enter
rotate Layout aLt-uparroW
rotate Layout aLt-doWnarroW
toggLe SCoreS f2
toggLe tranSmiSSion Log f3
toggLe dipLomaCy WindoW f4
toggLe ConneCtivity WindoW f11
pauSe game pauSe
SCreen Shot CtrL-f
deCreaSe game Speed numminuS
inCreaSe game Speed numpLuS
reSet game Speed numStar
Supreme Commander inStaLL Code
Don’t Lose This Number! This CD Key is required to fully use this product!

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